could you make a tutorial based on making towns(randomly gernated multiple buildings like 3-6) and friendly mobs spawn there and you can talk to them like trade and what not......Your awsome for taking the time just to make these tutorials.
Thank you so much for these tutorials. They have been helping me so much and thanks for doing the modleader tutorial since I never really understood that.
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"We didn't want to go, we didn't want to kill them, but its persistent silence and outstretched arms horrified and comforted us at the same time..."
Thanks, I have about 6 mods that I need to work out how to combine the bk class so a basic tut on joining would be great! As for the block ids I am pretty sure mod loader doesn't assign them. If I'm understanding the code I am seeing in jd-gui (just learned how to use that), then each modder assigns the the block ids they use under "mod_" class file. This would account for the error with human only pressure plate and controller blocks (as both use id 105). If (and this is a big if) what I just said is right, then what I really need is someone to hold my hand and walk me through how to decompile and recompile someone elses mod. Thanks for all the help in taking the time to help us noobs.
This is the code i used, and it keeps giving me the error above ^^^
package net.minecraft.src;
import java.util.Random;
public class WorldGenExample extends WorldGenerator
{
public WorldGenExample()
{
}
public boolean generate(World world, Random random, int i, int j, int k)
{
}
}
// Gives this a 1 in 10 chance of generating
if (random.nextInt(10) == 0)
{
// Loops 64 times, this could create up to 64 TNT
for (int z = 0; z < 64; z++)
{
int i1 = i + random.nextInt(8) - random.nextInt(8);
int j1 = j + random.nextInt(8) - random.nextInt(8);
int k1 = k + random.nextInt(8) - random.nextInt(8);
// Checks that there is nothing in the current location and there is grass beneath.
if(world.getBlockId(i1, j1, k1) == 0 && world.getBlockId(i1, j1 - 1, k1) == Block.grass.blockID && Block.tnt.canPlaceBlockAt(world, i1, j1, k1))
{
world.setBlockAndMetadata(i1, j1, k1, Block.tnt.blockID, random.nextInt(4));
}
}
}
Im starting to get really mad, iv looked it over, there are no missing brackets, and its what the create a Biome says to do (I hope).
Would you happen to have a list of all the texture numbers, i would like to give an item a custom texture, but i can figure out whats used and whats not
i just finished making a new block, ore, and custom recipe. testgame won't run and when i checked the compile log thing the ^ symbol is on everything... here is what i have changed
public static Item paper = (new Item(83)).setIconIndex(58);
public static Item RubyOre = (new ItemExample(95)).setIconIndex(13);
public static Item book = (new Item(84)).setIconIndex(59);
(in the middle) this is the item file and yes i made a new texture
oreRedstoneGlowing = (new BlockRedstoneOre(74, 51, true)).setLightValue(0.625F).setHardness(3F).setResistance(5F).setStepSound(soundStoneFootstep);
RubyBlock = (new BlockRubyBlock(92, 106)).setHardness(3F).setResistance(5F).setStepSound(soundStoneFootstep).setLightValue(1.0F);
torchRedstoneIdle = (new BlockRedstoneTorch(75, 115, false)).setHardness(0.0F).setStepSound(soundWoodFootstep);
the block (it's in the middle again) i made a custom texture
all the other codes i put in are exactly copy pasted from yours but with RubyOre or RubyBlock
note; (what i think it might be) if i use the space bar to get to the right adjacent area for coding will that screw things up? i tried pressing tab but it isn't in the right space. i really hope someone will respond i urgently need help
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Quote from Rubikz »
I like how Notch cares about peoples religions... then again, I guessed if he called the Hell-ish place 'America' it wouldn't do much justice either...
i tried to just finish it off and add it to the game and see if it works and when i run reobf or whatever it's called this is what came up...
Minecraft coder pack version 2.5
MCP 2.5 running in C:\MCP
+obfuscating client
Traceback (most recent call last):
File "obfuscathon.py", line 89, in <module>
File "obfuscathon.py", line 65, in main
File def_project.pyc", line 229,in normlize_mapping_table
File "def_project.pyc", line 79, in get_classesref
KeyError: 'net/minecraft/src/Block'
that repeats twice i know that it has something to do with Block but i can't figure out what someone plz help
edit: there was no clent_conf file so i added that in myself, does that matter?
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Quote from Rubikz »
I like how Notch cares about peoples religions... then again, I guessed if he called the Hell-ish place 'America' it wouldn't do much justice either...
this is criving me insane, i realized that i have 2 crafting manager java files and 1 class version...why? they are in the same folder and everything. i really need help with this
edit: ok i found i error in my code in crafting manager saying that ruby ore was a block not an item time to try and run again
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Quote from Rubikz »
I like how Notch cares about peoples religions... then again, I guessed if he called the Hell-ish place 'America' it wouldn't do much justice either...
i've spent none stop looking for mistakes since my last post, i can't find anything wrong i downloaded a whole bunch of programs to compile with i have tried so much does anybody have any clue on what i have done wrong
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Quote from Rubikz »
I like how Notch cares about peoples religions... then again, I guessed if he called the Hell-ish place 'America' it wouldn't do much justice either...
This is a very helpful guide to anyone willing to become a Minecraft modder! Thanks to this guide I have built my first mod, "The Velvokay Food Variety Mod".
I'm posting cause I'm having some problems with test_game.bat...
I followed your tutorial for adding new blocks, and I did everything exactly as you said, but when I try to run test_game.bat , the window just disappears and nothing happens.
I don't know where I screwed up. Maybe because I didn't add minecraft_server.jar to MCP/jars (I don't have it), or maybe I copied the .minecraft/bin and .minecraft/resources to MCP/jars wrong? I followed every step for your tutorial twice but test_game.bat won't run.
I was wondering if you could teach someone how to do two things.
1) Make new weapons, Eg. Spears, Battleaxes, Knives.
2) Make mobs spawn in a certain type of biome and stay in that biome. Eg. Fish, sharks, octopi
I was wondering if you could teach someone how to do two things.
1) Make new weapons, Eg. Spears, Battleaxes, Knives.
2) Make mobs spawn in a certain type of biome and stay in that biome. Eg. Fish, sharks, octopi
Check out Item, ItemTool, ItemWeapon, and Recieps Java files for this, as you will need to combine these to make a new weapon work. Also don't forget to make the image file for it.
could you make a tutorial based on making towns(randomly gernated multiple buildings like 3-6) and friendly mobs spawn there and you can talk to them like trade and what not......Your awsome for taking the time just to make these tutorials.
Possibly in the future, but there are a lot more tutorials which could be given. Making randomly generated towns should be relatively straight forward using the WorldGen tutorial's information.
Can you make one so?
Also, you can do that by only adding the code into BlockExample (Or ItemExample, well), right?
Thanks, I have about 6 mods that I need to work out how to combine the bk class so a basic tut on joining would be great! As for the block ids I am pretty sure mod loader doesn't assign them. If I'm understanding the code I am seeing in jd-gui (just learned how to use that), then each modder assigns the the block ids they use under "mod_" class file. This would account for the error with human only pressure plate and controller blocks (as both use id 105). If (and this is a big if) what I just said is right, then what I really need is someone to hold my hand and walk me through how to decompile and recompile someone elses mod. Thanks for all the help in taking the time to help us noobs.
there wasnt the .txt for the recipes there was only reobfusciation_client
or w/e
so i copied that in it
... help please
Im starting to get really mad, iv looked it over, there are no missing brackets, and its what the create a Biome says to do (I hope).
Support Kimba in getting him back on air!
http://www.minerwars.com/?aid=938
that's my custom recipe (in the middle)
(in the middle) this is the item file and yes i made a new texture
the block (it's in the middle again) i made a custom texture
all the other codes i put in are exactly copy pasted from yours but with RubyOre or RubyBlock
note; (what i think it might be) if i use the space bar to get to the right adjacent area for coding will that screw things up? i tried pressing tab but it isn't in the right space. i really hope someone will respond i urgently need help
that repeats twice i know that it has something to do with Block but i can't figure out what someone plz help
edit: there was no clent_conf file so i added that in myself, does that matter?
'twould be greatly appreciated.
edit: ok i found i error in my code in crafting manager saying that ruby ore was a block not an item time to try and run again
EDIT:
Figured it out, it was in the block.java :biggrin.gif:
I'm posting cause I'm having some problems with test_game.bat...
I followed your tutorial for adding new blocks, and I did everything exactly as you said, but when I try to run test_game.bat , the window just disappears and nothing happens.
I don't know where I screwed up. Maybe because I didn't add minecraft_server.jar to MCP/jars (I don't have it), or maybe I copied the .minecraft/bin and .minecraft/resources to MCP/jars wrong? I followed every step for your tutorial twice but test_game.bat won't run.
Can you tell me what to do guys?
thanks in advance...
1) Make new weapons, Eg. Spears, Battleaxes, Knives.
2) Make mobs spawn in a certain type of biome and stay in that biome. Eg. Fish, sharks, octopi
If you have any questions, add my msn: [email protected]
I was just wondering if you could make a tutorial for adding server commands, thanks!
Check out Item, ItemTool, ItemWeapon, and Recieps Java files for this, as you will need to combine these to make a new weapon work. Also don't forget to make the image file for it.
Possibly in the future, but there are a lot more tutorials which could be given. Making randomly generated towns should be relatively straight forward using the WorldGen tutorial's information.