The process is going to be much easier after 1.3, fixing most errors too. I'm creating a program in VB.net that will let you make new ores by simply filling in fields.
The new one will have a fix for the Saving error too :smile.gif:
java.lang.NullPointerException
at mod_AddOres.readModFile(mod_AddOres.java:123)
at mod_AddOres.<init>(mod_AddOres.java:34)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromClassPath(ModLoader.java:1119)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Thread.java:680)
i get an identical error. i create a new world (this time it does work properly BTW). i can touch it with a pickaxe, so definitely an improvement. but now, oh fun, when i break the block the game crashes.
it's getting better, but it obviously doesn't work for us as well as it does for you. it almost seems like some file is missing.
EDIT:
a little bit more detail.
OPAL works. it is destroyed correctly and drops the correct material.
Aquarius is broken. the game crashes upon breaking the block, and while i can craft a compressed block, breaking it causes a Saving Chunks.
i'll do more attempts and i'll see how crafting and tool-using goes, as well as wheter adding my own gem block works
EDIT2:
toolmaking works fine. however i can not add my own block, the game crashes on menu
i really should read the Modloader text. sprite names come a little bit more precise than i thought so i had to change all names. modloader accepted it, now i'm testing wheter it actually works
EDIT3:
it works. it works damn fine actually. the only thing i need now, is a custom recipe maker and i can fulfill my dream.
My block is the ironchunks block. it's kind of like Iron Ore, but less dense and more common. it drops Ironchunks, as you might expect. if i can get a custom recipe maker, i can make a recipe to turn Ironchunks into a smelt-able Iron Ore block. i would like to do the exact same for Gold, and Diamond.
now all that remains is actually fixing the special blocks and adding a custom recipe maker and this mod is pure gold-surrounded diamond blocks :biggrin.gif:
i get an identical error. i create a new world (this time it does work properly BTW). i can touch it with a pickaxe, so definitely an improvement. but now, oh fun, when i break the block the game crashes.
it's getting better, but it obviously doesn't work for us as well as it does for you. it almost seems like some file is missing.
EDIT:
a little bit more detail.
OPAL works. it is destroyed correctly and drops the correct material.
Aquarius is broken. the game crashes upon breaking the block, and while i can craft a compressed block, breaking it causes a Saving Chunks.
i'll do more attempts and i'll see how crafting and tool-using goes, as well as wheter adding my own gem block works
Let me take a look at it, I might have missed something in my zip, was really tired when packing.
ok pretty much everything works except specialblocks.
the other problem i'm having is not code-related. when i edit existing sprites using Paint (stone-age level but yea), and i save them as .PNG, the transparency is lost, which kind of amounts to "all my sprites have white backgrounds"
one more thing: can you add a true/false status to compressed blocks? and can you also ensure the Compressed Block does not inherit the amount of drops? right now, my compressed Ironchunk block drops 3 Compressed Ironchunk blocks, which kind of amounts to infinite materials.
lastly, Compressed Blocks have a naming error. the compressed block is named "Ironchunks of block"
I like what you've added, this mod is well on its way to becoming a mod that'll allow you to produce just about any kind of block you want. It could EASILY expand into making more than just metal ores and gems! Don't feel no pressure, but I just want you to hear my ideas, and maybe they'll give you some inspiration:
Defining what type of block an ore can appear in. So for example, you might want to make an ore that can be found in sand or dirt, or a Nether ore that can be found in Netherrack. Or possibly even another ore you've created previously with this mod.
I would reccomend such a field being allowed to accept either a BlockID (83, 212, etc.), a constant that stands for one of the Vanilla Minecraft blocks (obsidian, stone, mossstone, dirt, sand, sandstone, netherrack, soulsand, etc.), or the name of one of your previously defined ores in the list (Opal, Magmite, Jade, Silver, AwesomeOre, whatever you've made).
And then another idea could be to make two more drop types: "roughrock", which would give you a different placeable block that can be used for tools (if tools are accepted), and disables Condensed blocks. If you stick that block in the furnace, you get the "ore" block back (which itself can't be smelted. In this way it would behave like Stone/Cobblestone. And then, "nosmelt", which would just give you the placeable ore block that can't be smelted, but can be used directly in crafting recipies if tools are enabled.
Then perhaps a 'cluster' flag that makes the ore generate in clusters (like dirt does in the middle of stone) instead of veins. Maybe even an 'effectivetool' field that would define what tool is effective at breaking the block (axe, shovel, pick, nothing). Also, a 'blastproof' field, which allows you to define the blast resistance of a block (might need a separate value for raw ore and condensed block).
Basically, these additions would allow you to make practically any type of block, reproducing most of the natural terrain blocks in Minecraft. You could make ores hidden in dirt, you could make many different colors and variety of stones (like the ones found in the Mystic Modpack) with differing hardness... and even better, you could make Nether-specific ores! Heck, you could even make ores that appear in the middle of lava or lakes, as crazy as it sounds. Or small veins of ore appearing in larger clusters of specific rock.
Maybe even an oredamage and blockdamage which makes the ore/condensed block damage entities that touch it, like cactus does (but with a variable damage value).
Also I reccomend clarifying whether fields can be safely deleted from the XML file if they're not applicable. (For example, can you get rid of the lightemitted if doeffectonhit is false? If not, I would reccomend making it so that you can omit these values, or that omitted values will be given a default value.)
Again, no pressure. I just think this mod has a TON of potential, and if it was possible to expand this to include these features, the number of possibilities would approach infinity.
EDIT: BUGS.
The ore blocks are called "X of Block" (where X is the item name), shouldn't it just be "X Block"? Also, whenever you break a condensed block with the pick, it drops a random amount of condensed blocks (probably the same amount of blocks as the ore block drops ores), allowing you to multiply your ore by dropping and mining the blocks.
Also, ingots still aren't working for me. I can get gems which have toolset set to true to work, but ingots with toolset set to true still won't make tools... If it matters, the ingots were smelted back when I had v1.1, but that shouldn't make a difference.
:sad.gif: I think people should have to code to make mods not edit an XML file :sad.gif: now more ores mods will be worthless.
In what way does being able to use this program to make ores exactly the way you want them to be going to make more ores worthless? If someone makes a mod that makes an ore and tools overpowered or underpowered for another person, then that person won't use the mod anyway. This program lets people change their game exactly the way they want it ti be, a bit like Zombe's mod that is customisable.
There's already heaps of ore mods and tool mods, most of which I wouldn't even consider based on their balance, so they're already worthless to me anyway. This mod if it does what I think it will is a wonderful addition to the mods and if it saves some people having to learn to make their own mod then how is that a bad thing?
it works. it works damn fine actually. the only thing i need now, is a custom recipe maker and i can fulfill my dream.
Zombe's mod allows custom recipe making. Doubt it would allow you to custom make recipes from block/items that aren't already in the vanilla game, but if you had ID's you could possibly put them into the mod using the names.txt and items.txt files.
I don't see any problem with this, as long as people keep it within this thread, and the forum doesn't end up getting spammed with more ores mods. I don't have anything against more ores mods, as such, but as soon as every whiny 11 year old gets the ability to make one, we end up with a ton of badly made, badly balanced and badly textured more ores mods. This is not good, because the forum would then fill up with these, keeping traffic from the more deserving mods.
However, that doesn't seem to have happened yet. Personally, I won't be using this, since I like a little more control over how my ores work (such as emitting light and particles and such), and I also like to know exactly how my mod interacts with the Minecraft source code. This is a nice tool, though, and probably a good way to get people interested in modding.
they still need this mod. which means either redistributing another man's mod, or linking to it. but since all it means is you distribute a text file and some sprites, i very much doubt it can be classified as a "mod"
what part precisely? you put the files where he told you to put them, read the README, and it all becomes obvious.
reading and patience solve 99.999 percent of all Mod-related problems. infact, it solves 99% of minecraft problems, some 90% of all modding incompatibility problems, and answers over 80% of all other questions. read. read read read read read. in fact, in the IC thread "read OP" became a standard answer to the vast majority of all questions. to the point where the poster hid the download link in the last > of his <<<<DOWNLOAD>>>> line and put it directly in the Changelog, with a massive red font which told everyone to read the Changelog. yet still hundreds of people were confused.
the lesson: the OP contains more information than you know. so do README's, as they're called that for a reason.
i do have a request: could you add a Spritepack with the iron/diamond/redstone/lapis ores in various colors (not the rock but the ore part itself) so i don't have to painstakingly alter them myself? i'm not exactly what you call a pixel artist. same for Ores and Gems
Well apparently I'm stupid then lol I looked through the readme while I was editing the XML and when I was done didn't see how to export only your new ores and stuff.
I like what you've added, this mod is well on its way to becoming a mod that'll allow you to produce just about any kind of block you want. It could EASILY expand into making more than just metal ores and gems! Don't feel no pressure, but I just want you to hear my ideas, and maybe they'll give you some inspiration:
Defining what type of block an ore can appear in. So for example, you might want to make an ore that can be found in sand or dirt, or a Nether ore that can be found in Netherrack. Or possibly even another ore you've created previously with this mod.
I would reccomend such a field being allowed to accept either a BlockID (83, 212, etc.), a constant that stands for one of the Vanilla Minecraft blocks (obsidian, stone, mossstone, dirt, sand, sandstone, netherrack, soulsand, etc.), or the name of one of your previously defined ores in the list (Opal, Magmite, Jade, Silver, AwesomeOre, whatever you've made).
And then another idea could be to make two more drop types: "roughrock", which would give you a different placeable block that can be used for tools (if tools are accepted), and disables Condensed blocks. If you stick that block in the furnace, you get the "ore" block back (which itself can't be smelted. In this way it would behave like Stone/Cobblestone. And then, "nosmelt", which would just give you the placeable ore block that can't be smelted, but can be used directly in crafting recipies if tools are enabled.
Then perhaps a 'cluster' flag that makes the ore generate in clusters (like dirt does in the middle of stone) instead of veins. Maybe even an 'effectivetool' field that would define what tool is effective at breaking the block (axe, shovel, pick, nothing). Also, a 'blastproof' field, which allows you to define the blast resistance of a block (might need a separate value for raw ore and condensed block).
Basically, these additions would allow you to make practically any type of block, reproducing most of the natural terrain blocks in Minecraft. You could make ores hidden in dirt, you could make many different colors and variety of stones (like the ones found in the Mystic Modpack) with differing hardness... and even better, you could make Nether-specific ores! Heck, you could even make ores that appear in the middle of lava or lakes, as crazy as it sounds. Or small veins of ore appearing in larger clusters of specific rock.
Maybe even an oredamage and blockdamage which makes the ore/condensed block damage entities that touch it, like cactus does (but with a variable damage value).
Also I reccomend clarifying whether fields can be safely deleted from the XML file if they're not applicable. (For example, can you get rid of the lightemitted if doeffectonhit is false? If not, I would reccomend making it so that you can omit these values, or that omitted values will be given a default value.)
Again, no pressure. I just think this mod has a TON of potential, and if it was possible to expand this to include these features, the number of possibilities would approach infinity.
EDIT: BUGS.
The ore blocks are called "X of Block" (where X is the item name), shouldn't it just be "X Block"? Also, whenever you break a condensed block with the pick, it drops a random amount of condensed blocks (probably the same amount of blocks as the ore block drops ores), allowing you to multiply your ore by dropping and mining the blocks.
Also, ingots still aren't working for me. I can get gems which have toolset set to true to work, but ingots with toolset set to true still won't make tools... If it matters, the ingots were smelted back when I had v1.1, but that shouldn't make a difference.
The ingots don't work because the ones you currently have have a damage of 1, you gotta drop em :/
Thanks for the suggestions, will try to use as many as possible!
EDIT: I can confirm the error on dropping Aquarius, fixing right now.
The process is going to be much easier after 1.3, fixing most errors too. I'm creating a program in VB.net that will let you make new ores by simply filling in fields.
The new one will have a fix for the Saving error too :smile.gif:
with any xml file
i get an identical error. i create a new world (this time it does work properly BTW). i can touch it with a pickaxe, so definitely an improvement. but now, oh fun, when i break the block the game crashes.
it's getting better, but it obviously doesn't work for us as well as it does for you. it almost seems like some file is missing.
EDIT:
a little bit more detail.
OPAL works. it is destroyed correctly and drops the correct material.
Aquarius is broken. the game crashes upon breaking the block, and while i can craft a compressed block, breaking it causes a Saving Chunks.
i'll do more attempts and i'll see how crafting and tool-using goes, as well as wheter adding my own gem block works
EDIT2:
toolmaking works fine.
however i can not add my own block, the game crashes on menui really should read the Modloader text. sprite names come a little bit more precise than i thought so i had to change all names. modloader accepted it, now i'm testing wheter it actually works
EDIT3:
it works. it works damn fine actually. the only thing i need now, is a custom recipe maker and i can fulfill my dream.
My block is the ironchunks block. it's kind of like Iron Ore, but less dense and more common. it drops Ironchunks, as you might expect. if i can get a custom recipe maker, i can make a recipe to turn Ironchunks into a smelt-able Iron Ore block. i would like to do the exact same for Gold, and Diamond.
now all that remains is actually fixing the special blocks and adding a custom recipe maker and this mod is pure gold-surrounded diamond blocks :biggrin.gif:
Let me take a look at it, I might have missed something in my zip, was really tired when packing.
the other problem i'm having is not code-related. when i edit existing sprites using Paint (stone-age level but yea), and i save them as .PNG, the transparency is lost, which kind of amounts to "all my sprites have white backgrounds"
one more thing: can you add a true/false status to compressed blocks? and can you also ensure the Compressed Block does not inherit the amount of drops? right now, my compressed Ironchunk block drops 3 Compressed Ironchunk blocks, which kind of amounts to infinite materials.
lastly, Compressed Blocks have a naming error. the compressed block is named "Ironchunks of block"
Defining what type of block an ore can appear in. So for example, you might want to make an ore that can be found in sand or dirt, or a Nether ore that can be found in Netherrack. Or possibly even another ore you've created previously with this mod.
I would reccomend such a field being allowed to accept either a BlockID (83, 212, etc.), a constant that stands for one of the Vanilla Minecraft blocks (obsidian, stone, mossstone, dirt, sand, sandstone, netherrack, soulsand, etc.), or the name of one of your previously defined ores in the list (Opal, Magmite, Jade, Silver, AwesomeOre, whatever you've made).
And then another idea could be to make two more drop types: "roughrock", which would give you a different placeable block that can be used for tools (if tools are accepted), and disables Condensed blocks. If you stick that block in the furnace, you get the "ore" block back (which itself can't be smelted. In this way it would behave like Stone/Cobblestone. And then, "nosmelt", which would just give you the placeable ore block that can't be smelted, but can be used directly in crafting recipies if tools are enabled.
Then perhaps a 'cluster' flag that makes the ore generate in clusters (like dirt does in the middle of stone) instead of veins. Maybe even an 'effectivetool' field that would define what tool is effective at breaking the block (axe, shovel, pick, nothing). Also, a 'blastproof' field, which allows you to define the blast resistance of a block (might need a separate value for raw ore and condensed block).
Basically, these additions would allow you to make practically any type of block, reproducing most of the natural terrain blocks in Minecraft. You could make ores hidden in dirt, you could make many different colors and variety of stones (like the ones found in the Mystic Modpack) with differing hardness... and even better, you could make Nether-specific ores! Heck, you could even make ores that appear in the middle of lava or lakes, as crazy as it sounds. Or small veins of ore appearing in larger clusters of specific rock.
Maybe even an oredamage and blockdamage which makes the ore/condensed block damage entities that touch it, like cactus does (but with a variable damage value).
Also I reccomend clarifying whether fields can be safely deleted from the XML file if they're not applicable. (For example, can you get rid of the lightemitted if doeffectonhit is false? If not, I would reccomend making it so that you can omit these values, or that omitted values will be given a default value.)
Again, no pressure. I just think this mod has a TON of potential, and if it was possible to expand this to include these features, the number of possibilities would approach infinity.
EDIT: BUGS.
The ore blocks are called "X of Block" (where X is the item name), shouldn't it just be "X Block"? Also, whenever you break a condensed block with the pick, it drops a random amount of condensed blocks (probably the same amount of blocks as the ore block drops ores), allowing you to multiply your ore by dropping and mining the blocks.
Also, ingots still aren't working for me. I can get gems which have toolset set to true to work, but ingots with toolset set to true still won't make tools... If it matters, the ingots were smelted back when I had v1.1, but that shouldn't make a difference.
In what way does being able to use this program to make ores exactly the way you want them to be going to make more ores worthless? If someone makes a mod that makes an ore and tools overpowered or underpowered for another person, then that person won't use the mod anyway. This program lets people change their game exactly the way they want it ti be, a bit like Zombe's mod that is customisable.
There's already heaps of ore mods and tool mods, most of which I wouldn't even consider based on their balance, so they're already worthless to me anyway. This mod if it does what I think it will is a wonderful addition to the mods and if it saves some people having to learn to make their own mod then how is that a bad thing?
Zombe's mod allows custom recipe making. Doubt it would allow you to custom make recipes from block/items that aren't already in the vanilla game, but if you had ID's you could possibly put them into the mod using the names.txt and items.txt files.
Anyway, just throwing that one out there for you.
Cheers..............
However, that doesn't seem to have happened yet. Personally, I won't be using this, since I like a little more control over how my ores work (such as emitting light and particles and such), and I also like to know exactly how my mod interacts with the Minecraft source code. This is a nice tool, though, and probably a good way to get people interested in modding.
however i can't see why we can't make an Ore database with the text and textures of quite nice blocks people have made
But could you make a GUI for this so make everything easier to understand.
Thanks.
Btw whats a HashMap?
Because it's totally impossible to put links in your threads.
they still need this mod. which means either redistributing another man's mod, or linking to it. but since all it means is you distribute a text file and some sprites, i very much doubt it can be classified as a "mod"
Well apparently I'm stupid then lol I looked through the readme while I was editing the XML and when I was done didn't see how to export only your new ores and stuff.
you need to copy the sprite folder or whatever it's called to the Jar for the mod to function. otherwise the Modloader error will be a missing sprite
When I mined opal, my computer ran fine. However, when I mined aquarius (I think) i got a saving chunks error crash. Can you confirm this?
The ingots don't work because the ones you currently have have a damage of 1, you gotta drop em :/
Thanks for the suggestions, will try to use as many as possible!
EDIT: I can confirm the error on dropping Aquarius, fixing right now.