ModMaker has been updated! It is now compatible with Minecraft 1.7.2 and is completely Forge-dependent. I have NOT tested it much, and therefore there are bound to be stupid problems I didn't catch. Please message me if you find one. Updated tutorials are coming soon.
There are two bugfixes in 0.143. Firstly, you can have multiple mob renderers, (before it would only map one at a time). Also, blocks can drop items made with modmaker.
v0.142 is out. Some general bugfixing in this one. Also the starting block ID is now 512, so I won't have to keep changing it all the time. If you download this and are still experiencing problems, remember you need to Private Message me for help.
I just realized that the 255 ID limitation is no longer there with Forge. The next fix will raise the default ID to 512 and let you use ID's up to 4096.
0.141 is up. I raised the starting block ID again because it conflicted with a couple blocks and ended up crashing Minecraft. There are also a couple events fixes and textures should work properly.
Alright, there you go. Completely up-to-date and ready for Forge. The installation procedure has changed, so you'll have to do a little research into installing 1.6.2 mods with Forge. I will try to have a couple new tutorials up as well.
I am a one-man team so I don't have much time for bug checking and there are bound to be glaring problems. If you find one you need to Private Message me.
Here's the changelog for 0.140:
+ All mods now FML based. ModLoader will no longer work.
+ New internal file-writing system.
+ There are once again mob model presets (in addition to custom ones).
* Tools now fully enchantable.
* Biomes can now use any blocks as top and fillers.
* Items no longer share the same name.
* Mobs spawned from an event no longer ghost.
* Updated for 1.6.2
Thanks!
EDIT: One more thing. If you open a 0.134 mod in the new version and if fails to compile, make sure your recipes haven't changed. If they have the only real way to update is to go through and change them all back.
To do this, you would need to generate the mod and go into the textures folder. Then go into the block folder. Then edit the one that says BlockName_(Front,Top,Bottom,Ect.).png
The real way to do this is to right click on the texture path field and select the side you want.
I'm hoping for an update tomorrow.And to answer some questions, ModLoader will not work anymore. You will have use Forge.
I'm going to wait until the last release of 1.6 to begin updating, which means it might be a week or two. In the mean time, you can keep using your 1.5.2 mods by creating a 1.5.2 profile in the new launcher.
Here is the running changelog for the next update:
[b] v0.140[/b]
+ All mods now FML based. ModLoader will no longer work.
+ New internal file-writing system.
+ There are once again mob model presets (in addition to custom ones).
* Tools now fully enchantable.
* Biomes can now use any blocks as top and fillers.
* Items no longer share the same name.
Remember, if you have a problem you need to private message me. I will not be checking the forum regularly.
Hey everybody. This is an update for everyone in the forum topic.
If you want help from me, you have to private message me with info about the problem.
Anyway, I've been working on some large functional changes for the next version of ModMaker which should be released for 1.6. I've been focusing on changing the mod specification from ModLoader to FML.
You will have to install FML instead of ModLoader.
The item name bug will be fixed.
Biomes can now use custom blocks for top/filler.
Tools will be fully enchantable.
I will try to add some model presets.
Additionally, using Forge will allow me to have access to some pretty expansive new features.
Sorry for the late release. I had to spend all day getting the modeler into a somewhat working order.
Anyway:
v0.130 + Redesigned event editor to be more stable/easy-to-use. + Structures now support blocks with ID's above 127, including custom blocks. + Added integrated mob modeler similar to Techne. + Added addExperience, dropCurrentItem, destroyCurrentItem, addChatMessage, makeJumpand setGameMode events. + Updated for Minecraft 1.5.2. * Fixed surface generation code to allow for all blocks.
Now remember there are bound to be absolutely tons of bugs, so if you have one you need to PM me (I read all of them). I will have a modeler tutorial and an events tutorial up soon.
Why doesn't my mod work? I only have IT and ModLoader on MC 1.5.1 and nothing else running. Here's my crash log:
---- Minecraft Crash Report ----
//
Time: 5/3/13 10:37 AM
Description: Exception occured in ModLoader
java.lang.VerifyError: Cannot inherit from final class
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at mod_Sapphire.<clinit>(mod_Sapphire.java:81)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:343)
at ModLoader.readFromClassPath(ModLoader.java:1103)
at ModLoader.init(ModLoader.java:736)
at ModLoader.addAllRenderers(ModLoader.java:205)
at bgz.<init>(RenderManager.java:97)
at bgz.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(SourceFile:261)
at avv.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(SourceFile:507)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_20, Sun Microsystems Inc.
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 480354952 bytes (458 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: ModLoader, EntityRendererProxy, BaseMod, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 1
ModLoader 1.5.1
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Remember, if you need help, please private message me.
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0
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I am a one-man team so I don't have much time for bug checking and there are bound to be glaring problems. If you find one you need to Private Message me.
Here's the changelog for 0.140:
+ All mods now FML based. ModLoader will no longer work.
+ New internal file-writing system.
+ There are once again mob model presets (in addition to custom ones).
* Tools now fully enchantable.
* Biomes can now use any blocks as top and fillers.
* Items no longer share the same name.
* Mobs spawned from an event no longer ghost.
* Updated for 1.6.2
Thanks!
EDIT: One more thing. If you open a 0.134 mod in the new version and if fails to compile, make sure your recipes haven't changed. If they have the only real way to update is to go through and change them all back.
0
The real way to do this is to right click on the texture path field and select the side you want.
I'm hoping for an update tomorrow.And to answer some questions, ModLoader will not work anymore. You will have use Forge.
1
I'm going to wait until the last release of 1.6 to begin updating, which means it might be a week or two. In the mean time, you can keep using your 1.5.2 mods by creating a 1.5.2 profile in the new launcher.
Here is the running changelog for the next update:
Remember, if you have a problem you need to private message me. I will not be checking the forum regularly.
1
If you want help from me, you have to private message me with info about the problem.
Anyway, I've been working on some large functional changes for the next version of ModMaker which should be released for 1.6. I've been focusing on changing the mod specification from ModLoader to FML.
Thanks,
Linkseyi
0
You need to message me with a crash report.
2
Anyway:
v0.130
+ Redesigned event editor to be more stable/easy-to-use.
+ Structures now support blocks with ID's above 127, including custom blocks.
+ Added integrated mob modeler similar to Techne.
+ Added addExperience, dropCurrentItem, destroyCurrentItem, addChatMessage, makeJump and setGameMode events.
+ Updated for Minecraft 1.5.2.
* Fixed surface generation code to allow for all blocks.
Now remember there are bound to be absolutely tons of bugs, so if you have one you need to PM me (I read all of them). I will have a modeler tutorial and an events tutorial up soon.
Thanks,
Link
0
You are not using the most recent version.
1
This will fix the passive mob bug, by the way. And remember to Private Message me with any concerns or bugs.