I fixed my explosive code, but when I added another explosive, both look the same, even though the items look different! I've double and triple checked my code, please help! Do you need any files to look at?
I think the weaker one is spawning the stronger one, I don't know why:
mod_Dynamite
package net.minecraft.src;
public class mod_Dynamite extends BaseMod
{
public static Item Dynamite = (new ItemDynamite(9000)).setItemName("Dynamite");
public static Item BigOne = (new ItemDynamite(8999)).setItemName("BigOne");
public mod_Dynamite()
{
Dynamite.iconIndex = ModLoader.addOverride("/gui/items.png", "/Dynamite.png");
BigOne.iconIndex = ModLoader.addOverride("/gui/items.png", "/DynamiteStack.png");
ModLoader.AddName(Dynamite, "Dynamite");
ModLoader.AddName(BigOne, "Dynamite Stack");
ModLoader.AddRecipe((new ItemStack(Dynamite, 1)), new Object[] {
"#", "|", "|", Character.valueOf('#'), Item.silk, Character.valueOf('|'), Item.gunpowder
});
ModLoader.AddRecipe((new ItemStack(Dynamite, 2)), new Object[] {
"#", "Z", Character.valueOf('Z'), Block.tnt, Character.valueOf('#'), Item.silk
});
ModLoader.AddRecipe((new ItemStack(BigOne, 1)), new Object[] {
"XXX", Character.valueOf('X'), Dynamite
});
ModLoader.AddRecipe((new ItemStack(BigOne, 1)), new Object[] {
"#", "Z", "|", Character.valueOf('#'), Item.silk, Character.valueOf('|'), Item.gunpowder, Character.valueOf('Z'), Block.tnt
});
}
public String Version()
{
return "1.8.1";
}
}
ItemDynamite
package net.minecraft.src;
public class ItemDynamite extends Item
{
public ItemDynamite(int i)
{
super(i);
maxStackSize = 64;
DynamiteID = shiftedIndex;
}
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer)
{
world.entityJoinedWorld(new EntityDynamite(world, entityplayer));
--itemstack.stackSize;
return itemstack;
}
public static int DynamiteID;
}
ItemBigOne
package net.minecraft.src;
public class ItemBigOne extends Item
{
public ItemBigOne(int i)
{
super(i);
maxStackSize = 64;
BigOneID = shiftedIndex;
}
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer)
{
world.entityJoinedWorld(new EntityBigOne(world, entityplayer));
--itemstack.stackSize;
return itemstack;
}
public static int BigOneID;
}
======
=EDIT=
======
I FIXED IT THANKS SO MUCH FOR ALL THE HELP IM RELEASING MY MOD NOW SO PLEASE CLICK MY BANNER TO SUPPORT ME! (if you want to lolz I also posted a link to this forum on my mod forum post!)
For all of the people with throwable explosive errors. READ THIS:
1. Get rid of old MCP, and download a completely new one from the website.
2. Put "bin" and "resources" folders into the jars folder of MCP. Make sure they are completely clean!
3. Install a newly downloaded modloader for 1.8.1 into the minecraft.jar that's in your MCP.
4. Decompile.
5. Test your code. I have tested the code for it by copy pasting and it works. Any problems you get are you're own fault.
ive done that AGAIN for like the third time, and i reinstalled minecraft after deleting my .minecraft folder and i REdownloaded mcp 4.4 and got modloader and then ran update mcp.bat then i ran decompile and put all my mods in EXEPT for my EntityGrenade and EntityBigGrenade then i downloaded your moding tutorials and opened entitynamehere or whatever and used control F to fine all Namehere then i changed it to what it should be and this STILL happend when i recompiled
== MCP v4.4 ==
> Recompiling client...
"C:\Program Files\Java\jdk1.7.0\bin\javac.exe" -g -source 1.6 -target 1.6 -class
path "lib/;lib/*;jars/bin/minecraft.jar;jars/bin/jinput.jar;jars/bin/lwjgl.jar;j
ars/bin/lwjgl_util.jar" -sourcepath src/minecraft -d bin/minecraft src/minecraft
\net\minecraft\client\*.java src/minecraft\net\minecraft\isom\*.java src/minecra
ft\net\minecraft\src\*.java conf/patches/*.java failed.
Return code : 1
== ERRORS FOUND ==
warning: [options] bootstrap class path not set in conjunction with -source 1.6
src\minecraft\net\minecraft\src\EntityBigGrenade.java:11: error: cannot find sym
bol
item = new ItemStack(Item.itemsList[ItemBigGrenade.BigGrenadeID]);
^
symbol: variable BigGrenadeID
location: class ItemBigGrenade
src\minecraft\net\minecraft\src\EntityGrenade.java:11: error: cannot find symbol
item = new ItemStack(Item.itemsList[ItemGrenade.GrenadeID]);
^
symbol: variable GrenadeID
location: class ItemGrenade
2 errors
1 warning
==================
> Done in 5.68 seconds
> Recompiling server...
> Done in 5.16 seconds
Press any key to continue . . .
Here all ALL 6 of my codes
ItemBigGrenade.java
package net.minecraft.src;
public class ItemBigGrenade extends Item
{
public ItemBigGrenade(int i)
{
super(i);
maxStackSize = 64;
NamehereID = shiftedIndex;
}
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer)
{
world.entityJoinedWorld(new EntityBigGrenade(world, entityplayer));
--itemstack.stackSize;
return itemstack;
}
public static int NamehereID;
}
mod_BigGrenade.java
package net.minecraft.src;
public class mod_BigGrenade extends BaseMod
{
public static Item BigGrenade = (new ItemBigGrenade(101)).setItemName("BigGrenade");
public mod_BigGrenade()
{
BigGrenade.iconIndex = ModLoader.addOverride("/gui/items.png", "/Fizzey's Extras/BigGrenade.png");
ModLoader.AddName(BigGrenade, "BigGrenade");
ModLoader.AddRecipe((new ItemStack(BigGrenade, 1)), new Object[] {
"###", "###", "###", Character.valueOf('#'), Block.tnt
});
}
public String Version()
{
return "1.7.3";
}
}
I fixed my explosive code, but when I added another explosive, both look the same, even though the items look different! I've double and triple checked my code, please help! Do you need any files to look at?
I think the weaker one is spawning the stronger one, I don't know why:
mod_Dynamite
package net.minecraft.src;
public class mod_Dynamite extends BaseMod
{
public static Item Dynamite = (new ItemDynamite(9000)).setItemName("Dynamite");
public static Item BigOne = (new ItemDynamite(8999)).setItemName("BigOne");
public mod_Dynamite()
{
Dynamite.iconIndex = ModLoader.addOverride("/gui/items.png", "/Dynamite.png");
BigOne.iconIndex = ModLoader.addOverride("/gui/items.png", "/DynamiteStack.png");
ModLoader.AddName(Dynamite, "Dynamite");
ModLoader.AddName(BigOne, "Dynamite Stack");
ModLoader.AddRecipe((new ItemStack(Dynamite, 1)), new Object[] {
"#", "|", "|", Character.valueOf('#'), Item.silk, Character.valueOf('|'), Item.gunpowder
});
ModLoader.AddRecipe((new ItemStack(Dynamite, 2)), new Object[] {
"#", "Z", Character.valueOf('Z'), Block.tnt, Character.valueOf('#'), Item.silk
});
ModLoader.AddRecipe((new ItemStack(BigOne, 1)), new Object[] {
"XXX", Character.valueOf('X'), Dynamite
});
ModLoader.AddRecipe((new ItemStack(BigOne, 1)), new Object[] {
"#", "Z", "|", Character.valueOf('#'), Item.silk, Character.valueOf('|'), Item.gunpowder, Character.valueOf('Z'), Block.tnt
});
}
public String Version()
{
return "1.8.1";
}
}
ItemDynamite
package net.minecraft.src;
public class ItemDynamite extends Item
{
public ItemDynamite(int i)
{
super(i);
maxStackSize = 64;
DynamiteID = shiftedIndex;
}
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer)
{
world.entityJoinedWorld(new EntityDynamite(world, entityplayer));
--itemstack.stackSize;
return itemstack;
}
public static int DynamiteID;
}
ItemBigOne
package net.minecraft.src;
public class ItemBigOne extends Item
{
public ItemBigOne(int i)
{
super(i);
maxStackSize = 64;
BigOneID = shiftedIndex;
}
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer)
{
world.entityJoinedWorld(new EntityBigOne(world, entityplayer));
--itemstack.stackSize;
return itemstack;
}
public static int BigOneID;
}
God strengthowns, i've been following your tutorials from when you only had 1 or 2...
youve gotten way better.
but could you give a rough estimate to when the projectile/Bow And Arrow tutorial is out, i cant wait for it. im making a mode called Attacraft (or like attack craft for long) so far i have 15 weapons 9 new ores, 2 new liquids and 4 new types of armor. all i need for it is a projectile! and a decent pixel artist im crap... but anyway can you give a rough estimate?
also i plan to make a new dimension called abode i wont spoil anything but lets just say i think it will improve overall game play!
EDIT: Whoops i mean a mod :biggrin.gif: so it wont be that massive...
and back to the question do you know when the Projectile TUtorial is going to be out?
package net.minecraft.src;
public class mod_Namehere extends BaseMod
{
public static final Block NamehereliquidMoving = new BlockFlowingNamehere(233, Material.water).setHardness(100F).setLightOpacity(3).setBlockName("Namehere").disableStats().setRequiresSelfNotify();
public static final Block NamehereliquidStill = new BlockStationaryNamehere(234, Material.water).setHardness(100F).setLightOpacity(3).setBlockName("Namehere").disableStats().setRequiresSelfNotify();
public mod_Namehere()
{
ModLoader.RegisterBlock(NamehereliquidMoving);
ModLoader.RegisterBlock(NamehereliquidStill);
ModLoader.AddName(NamehereliquidMoving, "Namehere Moving");
ModLoader.AddName(NamehereliquidStill, "Namehere Still");
}
public String Version()
{
return "1.8.1";
}
}
BlockFlowingNamehere
package net.minecraft.src;
import java.util.Random;
public class BlockFlowingNamehere extends BlockFluid
{
protected BlockFlowingNamehere(int i, Material material)
{
super(i, material);
numAdjacentSources = 0;
isOptimalFlowDirection = new boolean[4];
flowCost = new int[4];
}
public int colorMultiplier(IBlockAccess iblockaccess, int i, int j, int k)
{
return 0xffffff;
}
private void func_30003_j(World world, int i, int j, int k)
{
int l = world.getBlockMetadata(i, j, k);
world.setBlockAndMetadata(i, j, k, blockID + 1, l);
world.markBlocksDirty(i, j, k, i, j, k);
world.markBlockNeedsUpdate(i, j, k);
}
public void updateTick(World world, int i, int j, int k, Random random)
{
int l = getFlowDecay(world, i, j, k);
byte byte0 = 1;
if(blockMaterial == Material.lava && !world.worldProvider.isHellWorld)
{
byte0 = 2;
}
boolean flag = true;
if(l > 0)
{
int i1 = -100;
numAdjacentSources = 0;
i1 = getSmallestFlowDecay(world, i - 1, j, k, i1);
i1 = getSmallestFlowDecay(world, i + 1, j, k, i1);
i1 = getSmallestFlowDecay(world, i, j, k - 1, i1);
i1 = getSmallestFlowDecay(world, i, j, k + 1, i1);
int j1 = i1 + byte0;
if(j1 >= 8 || i1 < 0)
{
j1 = -1;
}
if(getFlowDecay(world, i, j + 1, k) >= 0)
{
int l1 = getFlowDecay(world, i, j + 1, k);
if(l1 >= 8)
{
j1 = l1;
} else
{
j1 = l1 + 8;
}
}
if(numAdjacentSources >= 2 && blockMaterial == Material.water)
{
if(world.getBlockMaterial(i, j - 1, k).isSolid())
{
j1 = 0;
} else
if(world.getBlockMaterial(i, j - 1, k) == blockMaterial && world.getBlockMetadata(i, j, k) == 0)
{
j1 = 0;
}
}
if(blockMaterial == Material.lava && l < 8 && j1 < 8 && j1 > l && random.nextInt(4) != 0)
{
j1 = l;
flag = false;
}
if(j1 != l)
{
l = j1;
if(l < 0)
{
world.setBlockWithNotify(i, j, k, 0);
} else
{
world.setBlockMetadataWithNotify(i, j, k, l);
world.scheduleBlockUpdate(i, j, k, blockID, tickRate());
world.notifyBlocksOfNeighborChange(i, j, k, blockID);
}
} else
if(flag)
{
func_30003_j(world, i, j, k);
}
} else
{
func_30003_j(world, i, j, k);
}
if(liquidCanDisplaceBlock(world, i, j - 1, k))
{
if(l >= 8)
{
world.setBlockAndMetadataWithNotify(i, j - 1, k, blockID, l);
} else
{
world.setBlockAndMetadataWithNotify(i, j - 1, k, blockID, l + 8);
}
} else
if(l >= 0 && (l == 0 || blockBlocksFlow(world, i, j - 1, k)))
{
boolean aflag[] = getOptimalFlowDirections(world, i, j, k);
int k1 = l + byte0;
if(l >= 8)
{
k1 = 1;
}
if(k1 >= 8)
{
return;
}
if(aflag[0])
{
flowIntoBlock(world, i - 1, j, k, k1);
}
if(aflag[1])
{
flowIntoBlock(world, i + 1, j, k, k1);
}
if(aflag[2])
{
flowIntoBlock(world, i, j, k - 1, k1);
}
if(aflag[3])
{
flowIntoBlock(world, i, j, k + 1, k1);
}
}
}
private void flowIntoBlock(World world, int i, int j, int k, int l)
{
if(liquidCanDisplaceBlock(world, i, j, k))
{
int i1 = world.getBlockId(i, j, k);
if(i1 > 0)
{
if(blockMaterial == Material.lava)
{
triggerLavaMixEffects(world, i, j, k);
} else
{
Block.blocksList[i1].dropBlockAsItem(world, i, j, k, world.getBlockMetadata(i, j, k));
}
}
world.setBlockAndMetadataWithNotify(i, j, k, blockID, l);
}
}
private int calculateFlowCost(World world, int i, int j, int k, int l, int i1)
{
int j1 = 1000;
for(int k1 = 0; k1 < 4; k1++)
{
if(k1 == 0 && i1 == 1 || k1 == 1 && i1 == 0 || k1 == 2 && i1 == 3 || k1 == 3 && i1 == 2)
{
continue;
}
int l1 = i;
int i2 = j;
int j2 = k;
if(k1 == 0)
{
l1--;
}
if(k1 == 1)
{
l1++;
}
if(k1 == 2)
{
j2--;
}
if(k1 == 3)
{
j2++;
}
if(blockBlocksFlow(world, l1, i2, j2) || world.getBlockMaterial(l1, i2, j2) == blockMaterial && world.getBlockMetadata(l1, i2, j2) == 0)
{
continue;
}
if(!blockBlocksFlow(world, l1, i2 - 1, j2))
{
return l;
}
if(l >= 4)
{
continue;
}
int k2 = calculateFlowCost(world, l1, i2, j2, l + 1, k1);
if(k2 < j1)
{
j1 = k2;
}
}
return j1;
}
private boolean[] getOptimalFlowDirections(World world, int i, int j, int k)
{
for(int l = 0; l < 4; l++)
{
flowCost[l] = 1000;
int j1 = i;
int i2 = j;
int j2 = k;
if(l == 0)
{
j1--;
}
if(l == 1)
{
j1++;
}
if(l == 2)
{
j2--;
}
if(l == 3)
{
j2++;
}
if(blockBlocksFlow(world, j1, i2, j2) || world.getBlockMaterial(j1, i2, j2) == blockMaterial && world.getBlockMetadata(j1, i2, j2) == 0)
{
continue;
}
if(!blockBlocksFlow(world, j1, i2 - 1, j2))
{
flowCost[l] = 0;
} else
{
flowCost[l] = calculateFlowCost(world, j1, i2, j2, 1, l);
}
}
int i1 = flowCost[0];
for(int k1 = 1; k1 < 4; k1++)
{
if(flowCost[k1] < i1)
{
i1 = flowCost[k1];
}
}
for(int l1 = 0; l1 < 4; l1++)
{
isOptimalFlowDirection[l1] = flowCost[l1] == i1;
}
return isOptimalFlowDirection;
}
private boolean blockBlocksFlow(World world, int i, int j, int k)
{
int l = world.getBlockId(i, j, k);
if(l == Block.doorWood.blockID || l == Block.doorSteel.blockID || l == Block.signPost.blockID || l == Block.ladder.blockID || l == Block.reed.blockID)
{
return true;
}
if(l == 0)
{
return false;
}
Material material = Block.blocksList[l].blockMaterial;
return material.getIsSolid();
}
protected int getSmallestFlowDecay(World world, int i, int j, int k, int l)
{
int i1 = getFlowDecay(world, i, j, k);
if(i1 < 0)
{
return l;
}
if(i1 == 0)
{
numAdjacentSources++;
}
if(i1 >= 8)
{
i1 = 0;
}
return l >= 0 && i1 >= l ? l : i1;
}
private boolean liquidCanDisplaceBlock(World world, int i, int j, int k)
{
Material material = world.getBlockMaterial(i, j, k);
if(material == blockMaterial)
{
return false;
}
if(material == Material.lava)
{
return false;
} else
{
return !blockBlocksFlow(world, i, j, k);
}
}
public void onBlockAdded(World world, int i, int j, int k)
{
super.onBlockAdded(world, i, j, k);
if(world.getBlockId(i, j, k) == blockID)
{
world.scheduleBlockUpdate(i, j, k, blockID, tickRate());
}
}
int numAdjacentSources;
boolean isOptimalFlowDirection[];
int flowCost[];
}
BlockStationaryNamehere
package net.minecraft.src;
import java.util.Random;
public class BlockStationaryNamehere extends BlockFluid
{
protected BlockStationaryNamehere(int i, Material material)
{
super(i, material);
setTickOnLoad(false);
if(material == Material.lava)
{
setTickOnLoad(true);
}
}
public int colorMultiplier(IBlockAccess iblockaccess, int i, int j, int k)
{
return 0xffffff;
}
public void onNeighborBlockChange(World world, int i, int j, int k, int l)
{
super.onNeighborBlockChange(world, i, j, k, l);
if(world.getBlockId(i, j, k) == blockID)
{
func_30004_j(world, i, j, k);
}
}
private void func_30004_j(World world, int i, int j, int k)
{
int l = world.getBlockMetadata(i, j, k);
world.editingBlocks = true;
world.setBlockAndMetadata(i, j, k, blockID - 1, l);
world.markBlocksDirty(i, j, k, i, j, k);
world.scheduleBlockUpdate(i, j, k, blockID - 1, tickRate());
world.editingBlocks = false;
}
public void updateTick(World world, int i, int j, int k, Random random)
{
if(blockMaterial == Material.lava)
{
int l = random.nextInt(3);
for(int i1 = 0; i1 < l; i1++)
{
i += random.nextInt(3) - 1;
j++;
k += random.nextInt(3) - 1;
int j1 = world.getBlockId(i, j, k);
if(j1 == 0)
{
if(func_301_k(world, i - 1, j, k) || func_301_k(world, i + 1, j, k) || func_301_k(world, i, j, k - 1) || func_301_k(world, i, j, k + 1) || func_301_k(world, i, j - 1, k) || func_301_k(world, i, j + 1, k))
{
world.setBlockWithNotify(i, j, k, Block.fire.blockID);
return;
}
continue;
}
if(Block.blocksList[j1].blockMaterial.getIsSolid())
{
return;
}
}
}
}
private boolean func_301_k(World world, int i, int j, int k)
{
return world.getBlockMaterial(i, j, k).getBurning();
}
}
Help: mod_Namehere
1. The two statements at the top where it says "material.water", you can make that either water or lava.
2. The ".setLightOpacity" is how easily light can shine through the liquid.
3. Everything is same as normal.
Help: BlockFlowingNamehere
1. Don't change anything besides what I tell you to unless you know what you're doing.
2. The colorMultiplier part at the top, you can change what it returns to a color code. This determines the color of your liquid.
Help: BlockStationaryNamehere
1. Same as above, Have a look in the BlockFluid etc. files in minecraft to see more.
@SeptimusH, In the mod_* file you have public static bigone and it's a "new Dynamite" for both of them, that's why they are the same.
@XDarkboy, We'll see.
@Pokecath, Make sure your armor textures are in the "armor" folder and named correctly.
@Groxmapper, I'll send it to you in a couple of days as I'm a bit busy.
@J4cK03, Thanks that means alot. I'll do my best to put out that tutorial soon.
@Arkidillo, If I get what you mean, you would need to either modify or make a new "FX" file for it.
@lukesterh, The dimension code is outdated and has alot of problems. Shockah has told me that his API is broken in 1.8.1 and is waiting for 1.9 official release. I will try to update then code then.
If my main post gets to 70 "likes" I will release the extra explosive code that lets you spawn blocks when it explodes.
Hey strength first of all thanks for looking at my mod :smile.gif: second how do you create the textures for your armor, they work exept I dont know how or what dimensions to make the armor!
I was wondering if there was a possible way to make your throwable bomb throw farther than its default setting. Also, is it possible to add properties to a sword (Ex. Lightning on hit, explosion on hit, knockbacks)?
@SeptimusH, In the mod_* file you have public static bigone and it's a "new Dynamite" for both of them, that's why they are the same.
@XDarkboy, We'll see.
@Pokecath, Make sure your armor textures are in the "armor" folder and named correctly.
@Groxmapper, I'll send it to you in a couple of days as I'm a bit busy.
@J4cK03, Thanks that means alot. I'll do my best to put out that tutorial soon.
@Arkidillo, If I get what you mean, you would need to either modify or make a new "FX" file for it.
@lukesterh, The dimension code is outdated and has alot of problems. Shockah has told me that his API is broken in 1.8.1 and is waiting for 1.9 official release. I will try to update then code then.
If my main post gets to 70 "likes" I will release the extra explosive code that lets you spawn blocks when it explodes.
Hey Strength,do you know the code you need for 1.8.1 on how to set mobs on fire with a sword? I know your gonna put it in your Item****Sword java file but where and how?
And please reply anyone if your willing to help or you know how to do this.
Question:Can you put this code on tools also and it will still work?
Hey Strength,do you know the code you need for 1.8.1 on how to set mobs on fire with a sword? I know your gonna put it in your Item****Sword java file but where and how?
And please reply anyone if your willing to help or you know how to do this.
Question:Can you put this code on tools also and it will still work?
EDIT: Crops tutorial is out now!
Hey, Check your PMs
I think the weaker one is spawning the stronger one, I don't know why:
mod_Dynamite
ItemDynamite
ItemBigOne
EntityDynamite
EntityBigOne
And also like a spear that can throw and damage mob
I've been asking many ppl but no 1 hv it
Yes please, via PMs or here (whichever you prefer) would be nice. Thanks! :smile.gif:
=EDIT=
======
I FIXED IT THANKS SO MUCH FOR ALL THE HELP IM RELEASING MY MOD NOW SO PLEASE CLICK MY BANNER TO SUPPORT ME! (if you want to lolz I also posted a link to this forum on my mod forum post!)
ive done that AGAIN for like the third time, and i reinstalled minecraft after deleting my .minecraft folder and i REdownloaded mcp 4.4 and got modloader and then ran update mcp.bat then i ran decompile and put all my mods in EXEPT for my EntityGrenade and EntityBigGrenade then i downloaded your moding tutorials and opened entitynamehere or whatever and used control F to fine all Namehere then i changed it to what it should be and this STILL happend when i recompiled
youve gotten way better.
but could you give a rough estimate to when the projectile/Bow And Arrow tutorial is out, i cant wait for it. im making a mode called Attacraft (or like attack craft for long) so far i have 15 weapons 9 new ores, 2 new liquids and 4 new types of armor. all i need for it is a projectile! and a decent pixel artist im crap... but anyway can you give a rough estimate?
also i plan to make a new dimension called abode i wont spoil anything but lets just say i think it will improve overall game play!
EDIT: Whoops i mean a mod :biggrin.gif: so it wont be that massive...
and back to the question do you know when the Projectile TUtorial is going to be out?
How do you set the graphics for the liquid?
@XDarkboy, We'll see.
@Pokecath, Make sure your armor textures are in the "armor" folder and named correctly.
@Groxmapper, I'll send it to you in a couple of days as I'm a bit busy.
@J4cK03, Thanks that means alot. I'll do my best to put out that tutorial soon.
@Arkidillo, If I get what you mean, you would need to either modify or make a new "FX" file for it.
@lukesterh, The dimension code is outdated and has alot of problems. Shockah has told me that his API is broken in 1.8.1 and is waiting for 1.9 official release. I will try to update then code then.
If my main post gets to 70 "likes" I will release the extra explosive code that lets you spawn blocks when it explodes.
I was wondering if there was a possible way to make your throwable bomb throw farther than its default setting. Also, is it possible to add properties to a sword (Ex. Lightning on hit, explosion on hit, knockbacks)?
Thanks a ton!
Liking your post now...
an npc landmine
this is really easy to make o-o
create the block and then add something like this:
OnEntityWalking --> CreateExplosion
And please reply anyone if your willing to help or you know how to do this.
Question:Can you put this code on tools also and it will still work?
Last time i was also asking this question but i found this tutorial
http://www.minecraftforum.net/topic/599184-modloaderfrogbites-tutorials181/
it help me alot
OMG thank you!!!! YOU helped me a lot :biggrin.gif:
No problem :biggrin.gif: