To whatever poor sod sacrificed time, effort, and small children to the dark gods in order to convince Mojang to implement horses: Thank you, from the bottom of my heart. You have fought long and hard for a great many unheard voices in the community. Your efforts will be remembered for ages to come.
(No, really. By the time VR comes out, Minecraft is going to be f***ing amazing at the rate things are going!)
0
With that in mind, my questions are these:
- Does anyone know of a comprehensive tutorial set (or ebook) I can look at to get a better grasp on what I'm doing? I'm not a natural when it comes to coding, so I need something that is, basically, going to treat me like an idiot when it comes to picking everything up.
- Once you know what you're doing, is it worth creating an engine for your mod? I may have the definition wrong, but I basically mean an interface that simplifies the process of creating models, blocks and basic scripts to minimise the amount of work you need to do when creating new content. If so, how would one go about doing so?
- Lastly: As I mentioned, I've been doing this on and off, and I haven't really done anything in the last few months - not since the new launcher came out. Did the new launcher change anything when it comes to making mods? If so, where can I find a comprehensive article/video covering what's changed?
Any and all help would be appreciated. Also, if anyone happens to know how to fix the texture map resizing bug in Techne and cares to share the solution, I will probably cry with joy.
0
You've got some good ideas, and one of them is something I plan to do as well - the extra slots for dual wielding, though my idea incorporates two-handed weapons as well. Basically, when a tool or weapon is equipped to your toolbar, it adds a slot that appears above the slot the item is equipped in while the item is selected. That slot, depending on what tool or weapon it is, will either be occupied by a shadowed version of the item's texture, or empty. If the slot is empty, it is a one-handed weapon that may have a shield or other offhand tool/weapon equipped, which can then be used by right-clicking - basically, it behaves a bit like dual wielding in the Halo games, in that you sacrifice the function of that click while an offhand item is equipped for increased efficiency or ability.
As for magic - there was a weapons mod a while back (discontinued, I think) that actually had a button shortcut that allowed the player to switch between their standard toolbar and one specifically set up for weapon use. You could do the same if you can work out how to code it for your magic - you switch toolbars when you want to use magic, and just select the spell you want to use. If you want to be really clever, you could code it so that what you have selected in that toolbar shows up in the standard toolbar. You could add an extra slot on the end of the existing one for the 0 button, which cannot be occupied by items or the like.
0
Also - a good coding tutorial maker will explain everything he's doing as he goes. If you're coding as you're watching the videos, you can add notes to your classes to explain what the different commands do, and if you feel you might not be taking everything in, you can take breaks between tutorials to test yourself by making new classes from scratch. You obviously won't succeed at that straight off the bat, but it helps immensely in ensuring that you'll remember what you've learned if you're putting it into practice rather than just listening to the tutor and copying code. And it helps you to weed out the sources of the more common bugs and errors that pop up in the process of coding, which aren't covered in the tutorials for the most part because the tutors know what they're doing
0
I don't think you'd need a seperate mod to make that happen - you could possibly import the properties of the class you want to craft from into the armour class. Don't quote me though. I may very well have no idea what I'm talking about... if you try it though, let me know how it goes
Edit: I realise that's not completely conveying what I'm trying to say. You can add the class for your new armour to one of your existing mods, unless you're trying to use materials from mods you don't own. Not sure what the rules are on that.
0
0
0
Dot, fair enough. That being said, I've yet to find a tutorial where someone actually explains the code as they're writing it - his have been the only ones I progress through without either getting lost or winding up with unresolvable errors in code identical to what's in the tutorial. Could you direct me to a more in-depth tutorial set, if you know of one?
0
Question directed to the mod maker, but open to the community in general: These tutorials (and some others I've watched) include premade textures or, alternately, guides to setting up a program to allow the watcher to create their own. This is good in that it provides a starting point, but for those like me who eventually want to advance to the point of making mods with items with unique sprite properties and NPCs with unique forms and animations, there doesn't seem to be a lot of information as to where to look if you're interested in learning. Is it possible that you could create a tutorial or two somewhere down the track that includes a basic guide for the creation of each of these? If not, do you know of someone that's released such a tutorial/tutorial set already?
0
0
0
0
0
SO! Instead I'd like to give my thanks to the modder for a very helpful set of tutorials
1
0
Personally I don't feel the additions we're seeing are useless - some of these things have been floating around as suggestions for a very long time. It's nice to see them finally making their way into the game, that Mojang is starting to open up to the idea of expanding the game's content beyond the original framework. I haven't seen a single thing I dislike since Bukkit started working with them.
Well, to be fair... squids don't make a great deal of noise in real life either, dude :{
Volcano? ;P