Hey, I do have one problem I can't seem to figure out... I want to make a custom block with it's own sprite(the block worked perfectly when I tested it with the texture of stone), but whenever I open the terrain.png file the background is black. So I just think "hmm, i guess i'll just change it back"... I use the bucket and make the background white again... and all is well...... or so I think. I run the game and i see a flower and it's two white sheets making an "X" if you look at it from the top.... what is up with this? help please
Image? Maybe you got terrain.png wrong, background is supposed to be purple...
okay well the forum wont let me upload the image but whatever.... my point is... other than the purple squares, the background of the image is white(well, really an off-white type of color) when I preview it in windows.. BUT when I load it up in paint, or GIMP, it's black. so, I thought that since the preview of the image in windows probably should be the same when I save it so I just go through ini paint with the paintbucket and I make the background white again... and that happens. then i thought that maybe if I just leave the background alone it'll know what I mean.. nope. it just did the same thing except the white sheets were black......... I am so lost and confused....
the white background shouldn't be white or black it should be transparent
Hey Guys Me Again :smile.gif:. and This Time NO ERRORS!!!But my first mod the shortblade mod its about the size of a knife and ive got request to make them throwable. Does Anyone Know How I Can Do This??? Thanks In Advance!
Grats.
To make them throwable you have to make an Entity. Then you will need to give it a model and render class so that it isn't just a white block. Once you have done this, simply set the motionX,Y,Z variables accordingly to "shoot" it.
is sorta understand what you mean but can someone tell me 1 what .java i would put the motionx, y, z in and is there anything specific i need to add after the letters
by far the easiest way to d oit would be to copy the entityegg coding and rename the appropriate parts to entityShortblade or something. U would also have to change the entity's skin
I have modded a little bit before and
I see the advantages of the modloader but it crashes immediately.
How am I going to test with this and HOW
do I make a basic block and a basic item?
Thanks for any help :smile.gif:
hey so i was having problems but i just figured it out kinda so r u tryin to test th mods using testgame.bat?
Yeh what else..?
Can you tell the basics of a simple block and item
they said something changed with modloader
well i got my modloader mod to work except it couldnt drop a Block but only an item for somereason
well to initilise a block you put
public static final Block shrubs = (new BlockShrubs(120, 125)).setHardness(0.0F).setStepSound(Block.soundGrassFootstep).func_20012_a("shrubs");
and obviouly change shrubs to wateva you want and for an item you put
public static final Item berries = (new ItemBerries(1999)).func_20010_a(0, 10).func_20011_a("berries");
and change berries to ur item
well i got my modloader mod to work except it couldnt drop a Block but only an item for somereason
well to initilise a block you put
public static final Block shrubs = (new BlockShrubs(120, 125)).setHardness(0.0F).setStepSound(Block.soundGrassFootstep).func_20012_a("shrubs");
and obviouly change shrubs to wateva you want and for an item you put
public static final Item berries = (new ItemBerries(1999)).func_20010_a(0, 10).func_20011_a("berries");
and change berries to ur item
That must be put in a BlockShrub.java file?
And how do i test my mods?
ok well you put that inside a file called mod_wateva and make it extend BaseMod
and to test you have to reobf and inject into minecraft
ok so heres my full file
package net.minecraft.src;
import java.util.*;
public class mod_plants extends BaseMod
{
public static final Item berries = (new ItemBerries(1999)).func_20010_a(0, 10).func_20011_a("berries");
public static final Block shrubs = (new BlockShrubs(120, 125)).setHardness(0.0F).setStepSound(Block.soundGrassFootstep).func_20012_a("shrubs");
public static final Block shrubs1 = (new BlockShrubs1(121, 126)).setHardness(0.0F).setStepSound(Block.soundGrassFootstep).func_20012_a("shrubs1");
public static final Block berrybush = (new BlockBerrybush(122, 127)).setHardness(0.0F).setStepSound(Block.soundGrassFootstep).func_20012_a("berrybush");
public String Version()
{
return "BETA 1.2_02";
}
}
ON ANOTHER NOTE: [corny speech]who likes slimes?
well check my mods page to find out how to enable them :biggrin.gif:
[end of corny speech]
but seriously check it out lol
Hey I've ran into a strange problem I think. It seems my "AddRecipes" when dealing with ModLoader is not working at all. I can't add any new recipes...
public void AddRecipes(CraftingManager craftingmanager)
{
craftingmanager.addRecipe(new ItemStack(Block.gravel, 1), new Object[] {
"#", "X", Character.valueOf('#'), Block.torchWood, Character.valueOf('X'), Block.ladder
});
}
I had my block where "gravel" currently is, and it didn't show up. I thought it might be because the block isn't getting registered correctly or something, but then when the gravel didn't even work..... I figured there was a problem. I also tried just doing one item in the recipe, but no good there either.
Everything worked fine when I wasn't using ModLoader, and I've been having a balls of a time trying to change the code to work with it :sad.gif: [also, using test_game opens, but doesn't craft at all. Reobf then install just gives black screen...]
Entire thing, for reference is this:
package net.minecraft.src;
public class mod_GlowLadder extends BaseMod
{
public static Block glowLadder;
/*
static
{
glowLadder = (new BlockLadderGlow(105, 10)).setHardness(.4F).setStepSound(Block.soundWoodFootstep).setLightValue(0.94F);
}
*/
public mod_GlowLadder()
{
glowLadder = (new BlockLadderGlow(105, 10)).setHardness(.4F).setStepSound(Block.soundWoodFootstep).setLightValue(0.94F).func_20012_a("gladder");
ModLoader.RegisterBlock(glowLadder);
ModLoader.AddName(glowLadder, "Glowing Ladder");
}
public void AddRecipes(CraftingManager craftingmanager)
{
craftingmanager.addRecipe(new ItemStack(Block.gravel, 1), new Object[] {
"#", "X", Character.valueOf('#'), Block.torchWood, Character.valueOf('X'), Block.ladder
});
}
public String Version()
{
return "Beta 1.2_02";
}
}
And my BlockLadderGlow is just the Ladder class copied, and change the constructor name obviously.
Any help would be AWESOME, as I've been working at this for 2 days now, and I really want to update my mod so that people who use ModLoader are able to use it...
Hey I've ran into a strange problem I think. It seems my "AddRecipes" when dealing with ModLoader is not working at all. I can't add any new recipes...
public void AddRecipes(CraftingManager craftingmanager)
{
craftingmanager.addRecipe(new ItemStack(Block.gravel, 1), new Object[] {
"#", "X", Character.valueOf('#'), Block.torchWood, Character.valueOf('X'), Block.ladder
});
}
I had my block where "gravel" currently is, and it didn't show up. I thought it might be because the block isn't getting registered correctly or something, but then when the gravel didn't even work..... I figured there was a problem. I also tried just doing one item in the recipe, but no good there either.
Everything worked fine when I wasn't using ModLoader, and I've been having a balls of a time trying to change the code to work with it :sad.gif: [also, using test_game opens, but doesn't craft at all. Reobf then install just gives black screen...]
Entire thing, for reference is this:
package net.minecraft.src;
public class mod_GlowLadder extends BaseMod
{
public static Block glowLadder;
/*
static
{
glowLadder = (new BlockLadderGlow(105, 10)).setHardness(.4F).setStepSound(Block.soundWoodFootstep).setLightValue(0.94F);
}
*/
public mod_GlowLadder()
{
glowLadder = (new BlockLadderGlow(105, 10)).setHardness(.4F).setStepSound(Block.soundWoodFootstep).setLightValue(0.94F).func_20012_a("gladder");
ModLoader.RegisterBlock(glowLadder);
ModLoader.AddName(glowLadder, "Glowing Ladder");
}
public void AddRecipes(CraftingManager craftingmanager)
{
craftingmanager.addRecipe(new ItemStack(Block.gravel, 1), new Object[] {
"#", "X", Character.valueOf('#'), Block.torchWood, Character.valueOf('X'), Block.ladder
});
}
public String Version()
{
return "Beta 1.2_02";
}
}
And my BlockLadderGlow is just the Ladder class copied, and change the constructor name obviously.
Any help would be AWESOME, as I've been working at this for 2 days now, and I really want to update my mod so that people who use ModLoader are able to use it...
ok change the coding to jsut this and see if that works
package net.minecraft.src;
public class mod_GlowLadder extends BaseMod
{
public static Block glowLadder = (new BlockLadderGlow(105, 10)).setHardness(.4F).setStepSound(Block.soundWoodFootstep).setLightValue(0.94F);
public void AddRecipes(CraftingManager craftingmanager)
{
craftingmanager.addRecipe(new ItemStack(Block.gravel, 1), new Object[] {
"#", "X", Character.valueOf('#'), Block.torchWood, Character.valueOf('X'), Block.ladder
});
}
public String Version()
{
return "Beta 1.2_02";
}
}
try that
Hey, I do have one problem I can't seem to figure out... I want to make a custom block with it's own sprite(the block worked perfectly when I tested it with the texture of stone), but whenever I open the terrain.png file the background is black. So I just think "hmm, i guess i'll just change it back"... I use the bucket and make the background white again... and all is well...... or so I think. I run the game and i see a flower and it's two white sheets making an "X" if you look at it from the top.... what is up with this? help please
Image? Maybe you got terrain.png wrong, background is supposed to be purple...
okay well the forum wont let me upload the image but whatever.... my point is... other than the purple squares, the background of the image is white(well, really an off-white type of color) when I preview it in windows.. BUT when I load it up in paint, or GIMP, it's black. so, I thought that since the preview of the image in windows probably should be the same when I save it so I just go through ini paint with the paintbucket and I make the background white again... and that happens. then i thought that maybe if I just leave the background alone it'll know what I mean.. nope. it just did the same thing except the white sheets were black......... I am so lost and confused....
upload the image to imageshack.us and post the link to the image here... Also, i really don't mean what you mean by the background of the image... There's purple squares and then on top a bunch of textures with block textures...
If you mean like the background in the flower texture specifically, then yes, it should be white in the file. White = transparent in minecraft, but since windows doesn't normally support transparency, it shows black on the preview.
Compiling Minecraft
sources\minecraft\net\minecraft\src\Block.java:737: ';' expected
example = new BlockExample(92,1)).setHardness(1.0F).setResistance(5F).setStepSound(soundGlassFootstep);
1 error
Compiling Minecraft Start Class
***minecraft_server.jar was now found, skipping
===MCP 2,7 recompile script finished ===
press any key to continue...
and this error now that i used cleanup.bat
=== Minecraft Coder Pack 2.7 ===
*** minecraft.jar was found, processing
*** Deobfuscating minecraft.jar
Error occurred during initialization of VM
Unable to load native library: Can't find dependent libraries
*** Unpacking minecraft.jar
*** Fixing minecraft classes
*** Decompiling minecraft classes
No matching files found
No matching files found
*** Repackage minecraft sources
Repackage tool by Searge.
Could not find source directory C:\MCP\sources\minecraft
*** Patching minecraft sources
minecraft_server.jar was not found
*** Renaming methods and fields
+ Opening file conf/classes.csv for reading.
+ Opening file conf/methods.csv for reading.
+ Opening file conf/fields.csv for reading.
+ Opening file conf/minecraft.rgs for reading.
+ Opening file conf/minecraft_server.rgs for reading.
I followed all instructions in original post for setting things up.
(I also had to make minecraft_server.jar available, it didn't happen by way of setup instructions for me)
Does anybody know how to solve this?
=== Minecraft Coder Pack 2.7 ===
*** minecraft.jar was found, processing
*** Deobfuscating minecraft.jar
Error occurred during initialization of VM
Unable to load native library: Can't find dependent libraries
*** Unpacking minecraft.jar
*** Fixing minecraft classes
*** Decompiling minecraft classes
No matching files found
No matching files found
*** Repackage minecraft sources
Repackage tool by Searge.
Could not find source directory C:\MCP\sources\minecraft
*** Patching minecraft sources
minecraft_server.jar was not found
*** Renaming methods and fields
+ Opening file conf/classes.csv for reading.
+ Opening file conf/methods.csv for reading.
+ Opening file conf/fields.csv for reading.
+ Opening file conf/minecraft.rgs for reading.
+ Opening file conf/minecraft_server.rgs for reading.
Image? Maybe you got terrain.png wrong, background is supposed to be purple...
okay well the forum wont let me upload the image but whatever.... my point is... other than the purple squares, the background of the image is white(well, really an off-white type of color) when I preview it in windows.. BUT when I load it up in paint, or GIMP, it's black. so, I thought that since the preview of the image in windows probably should be the same when I save it so I just go through ini paint with the paintbucket and I make the background white again... and that happens. then i thought that maybe if I just leave the background alone it'll know what I mean.. nope. it just did the same thing except the white sheets were black......... I am so lost and confused....
the white background shouldn't be white or black it should be transparent
Okay, I fixed it. It turns out that GIMP and paint do not allow you to use the "transparent" color... I have downloaded paint.NET and it has an option to use this. Very helpful. I am almost done making my new block :DD
Rollback Post to RevisionRollBack
"If you wish make an apple pie from scratch, you must first invent the universe." -- Carl Sagan
Okay guys, time to solve Problem #3:
Okay, so the block that I am trying to make is called "asphalt". This block is made like this:
...
What I'm trying to figure out is this:
I need a line of code that will make the player move something like 1.5 times faster than normal when walking on asphalt.
I have tried:
public void onEntityWalking(World world, int x, int y, int z, Entity entity)
{
entity.motionX *= 2.0;
entity.motionZ *= 2.0;
}
But the only thing that does is make the player shoot off in a particular direction... So I tried to change the multiplication signs to addition signs. This didn't work either. In fact, it didn't do anything. It didn't slow the player down or make it faster.
Please help, or my dreams of making a highway will be forever crushed
Rollback Post to RevisionRollBack
"If you wish make an apple pie from scratch, you must first invent the universe." -- Carl Sagan
Okay guys, time to solve Problem #3:
Okay, so the block that I am trying to make is called "asphalt". This block is made like this:
...
What I'm trying to figure out is this:
I need a line of code that will make the player move something like 1.5 times faster than normal when walking on asphalt.
I have tried:
public void onEntityWalking(World world, int x, int y, int z, Entity entity)
{
entity.motionX *= 2.0;
entity.motionZ *= 2.0;
}
But the only thing that does is make the player shoot off in a particular direction... So I tried to change the multiplication signs to addition signs. This didn't work either. In fact, it didn't do anything. It didn't slow the player down or make it faster.
Please help, or my dreams of making a highway will be forever crushed
By setting entity.motion you are basicly "shooting" yourself in a certain direction. You need to get the block to update the player walk speed. Which I'm pretty sure is defined in EntityLiving.
If you look in the entityliving class files you'll notice something similar too thins:
Hey all. I'm trying to start modding minecraft, but I'm running into a problem.
I downloaded MCP2.7, read the instructions in several threads and the readme file included as well.
I got Java installed, path taking care of as well. (win7).
I deleted everything but my saves from my .minecraft folder, downloaded a new minecraft.exe and ran it so I would have a clean, modfree minecraft.jar.
I then moved everthing from my .minecraft/bin and my .minecraft/resources directories to C:/MCP/jars and I downloaded minecraft_server.jar from the site and put it there as well for good measure.
So I have minecraft.jar and minecraft_server.jar in the same directory, C/MCP/jars.
Now the problem: No matter what I try, everytime I decompile I get this:
*** Minecraft Coder Pack Version 2.7 ***
MCP 2.7 running in C:\MCP
*** minecraft.jar was not found, skipping
Deobfuscating minecraft_server.jar
Unpacking minecraft_server.jar
Fixing minecraft server classes
Decompiling minecraft server classes
Repackage minecraft server sources
Patching minecraft server sources
The system cannot find the path specified.
Renaming methods and fields
=== MCP 2.7 decompile script finished ===
Press any key to continue . . .
So it finds my minecraft_server.jar fine, but it can't find my minecraft.jar? I've been stuck on this for a couple of hours now and getting kind of desperate. Hope somebody on the forums can help me out. Did Minecraft get updated and doesn't the latest release work with MCP yet? Or does someone have a minecraft.jar file working with MCP 2.7 I can try?
Thanks in advance
You need to have the file structure like this:
- MCP\jars\bin
- \jars\resources
Where Bin = the copied folder AppData\Roaming\.minecraft\bin
And Resources = the copied foler AppData\Roaming\.minecraft\resources
Okay guys, time to solve Problem #3:
Okay, so the block that I am trying to make is called "asphalt". This block is made like this:
...
What I'm trying to figure out is this:
I need a line of code that will make the player move something like 1.5 times faster than normal when walking on asphalt.
I have tried:
public void onEntityWalking(World world, int x, int y, int z, Entity entity)
{
entity.motionX *= 2.0;
entity.motionZ *= 2.0;
}
But the only thing that does is make the player shoot off in a particular direction... So I tried to change the multiplication signs to addition signs. This didn't work either. In fact, it didn't do anything. It didn't slow the player down or make it faster.
Please help, or my dreams of making a highway will be forever crushed
By setting entity.motion you are basicly "shooting" yourself in a certain direction. You need to get the block to update the player walk speed. Which I'm pretty sure is defined in EntityLiving.
If you look in the entityliving class files you'll notice something similar too thins:
So you need to make the block change the Player Entity move speed.
Edit:
Even easier way would be to put something like this in your block code
public BlockIce(int i, int j)
{
super(i, j, Material.ice, false);
slipperiness = 0.98F;
setTickOnLoad(true);
}
Seems like a good idea but the problem is I don't know how to go about doing that... I've been teaching myself Java on and off over the last few weeks so I don't have a REALLY good knowledge of it, but I can do basic things.... But anyway, I'm going to put a pause on the block for now and work on a terrain mod
Rollback Post to RevisionRollBack
"If you wish make an apple pie from scratch, you must first invent the universe." -- Carl Sagan
the white background shouldn't be white or black it should be transparent
by far the easiest way to d oit would be to copy the entityegg coding and rename the appropriate parts to entityShortblade or something. U would also have to change the entity's skin
theres already a tutorial on the first page. U add the stuff to tileentityfurnace. u should figure it out if you look there
well i got my modloader mod to work except it couldnt drop a Block but only an item for somereason
well to initilise a block you put
public static final Block shrubs = (new BlockShrubs(120, 125)).setHardness(0.0F).setStepSound(Block.soundGrassFootstep).func_20012_a("shrubs");
and obviouly change shrubs to wateva you want and for an item you put
public static final Item berries = (new ItemBerries(1999)).func_20010_a(0, 10).func_20011_a("berries");
and change berries to ur item
ok well you put that inside a file called mod_wateva and make it extend BaseMod
and to test you have to reobf and inject into minecraft
ok so heres my full file
well check my mods page to find out how to enable them :biggrin.gif:
[end of corny speech]
but seriously check it out lol
I had my block where "gravel" currently is, and it didn't show up. I thought it might be because the block isn't getting registered correctly or something, but then when the gravel didn't even work..... I figured there was a problem. I also tried just doing one item in the recipe, but no good there either.
Everything worked fine when I wasn't using ModLoader, and I've been having a balls of a time trying to change the code to work with it :sad.gif: [also, using test_game opens, but doesn't craft at all. Reobf then install just gives black screen...]
Entire thing, for reference is this:
And my BlockLadderGlow is just the Ladder class copied, and change the constructor name obviously.
Any help would be AWESOME, as I've been working at this for 2 days now, and I really want to update my mod so that people who use ModLoader are able to use it...
ok change the coding to jsut this and see if that works
package net.minecraft.src;
public class mod_GlowLadder extends BaseMod
{
public static Block glowLadder = (new BlockLadderGlow(105, 10)).setHardness(.4F).setStepSound(Block.soundWoodFootstep).setLightValue(0.94F);
public void AddRecipes(CraftingManager craftingmanager)
{
craftingmanager.addRecipe(new ItemStack(Block.gravel, 1), new Object[] {
"#", "X", Character.valueOf('#'), Block.torchWood, Character.valueOf('X'), Block.ladder
});
}
public String Version()
{
return "Beta 1.2_02";
}
}
try that
upload the image to imageshack.us and post the link to the image here... Also, i really don't mean what you mean by the background of the image... There's purple squares and then on top a bunch of textures with block textures...
If you mean like the background in the flower texture specifically, then yes, it should be white in the file. White = transparent in minecraft, but since windows doesn't normally support transparency, it shows black on the preview.
Compiling Minecraft
sources\minecraft\net\minecraft\src\Block.java:737: ';' expected
example = new BlockExample(92,1)).setHardness(1.0F).setResistance(5F).setStepSound(soundGlassFootstep);
1 error
Compiling Minecraft Start Class
***minecraft_server.jar was now found, skipping
===MCP 2,7 recompile script finished ===
press any key to continue...
and this error now that i used cleanup.bat
=== Minecraft Coder Pack 2.7 ===
*** minecraft.jar was found, processing
*** Deobfuscating minecraft.jar
Error occurred during initialization of VM
Unable to load native library: Can't find dependent libraries
*** Unpacking minecraft.jar
*** Fixing minecraft classes
*** Decompiling minecraft classes
No matching files found
No matching files found
*** Repackage minecraft sources
Repackage tool by Searge.
Could not find source directory C:\MCP\sources\minecraft
*** Patching minecraft sources
minecraft_server.jar was not found
*** Renaming methods and fields
+ Opening file conf/classes.csv for reading.
+ Opening file conf/methods.csv for reading.
+ Opening file conf/fields.csv for reading.
+ Opening file conf/minecraft.rgs for reading.
+ Opening file conf/minecraft_server.rgs for reading.
I tried running a mod that makes a new block, but this popped up when I tried to run "test_game"
When I ran the recompile, it said it was missing the minecraft_server.jar was missing...
(I also had to make minecraft_server.jar available, it didn't happen by way of setup instructions for me)
Trying to make a new item, I followed the tutorial with the following code, modified slightly due to the post at http://www.minecraftforum.net/viewtopic.php?f=25&t=103030&p=1556091&hilit=ItemFood#p1556091
My class and constructor match my filename, right? ItemTeleportHomeScroll.java
( I'll worry about making it actually do something once I see that I am getting off to a clean start - new at java)
I get the following error:
What is wrong?
I get the same error if I copy the example exactly and change ItemFood as per the previously linked post.
=== Minecraft Coder Pack 2.7 ===
*** minecraft.jar was found, processing
*** Deobfuscating minecraft.jar
Error occurred during initialization of VM
Unable to load native library: Can't find dependent libraries
*** Unpacking minecraft.jar
*** Fixing minecraft classes
*** Decompiling minecraft classes
No matching files found
No matching files found
*** Repackage minecraft sources
Repackage tool by Searge.
Could not find source directory C:\MCP\sources\minecraft
*** Patching minecraft sources
minecraft_server.jar was not found
*** Renaming methods and fields
+ Opening file conf/classes.csv for reading.
+ Opening file conf/methods.csv for reading.
+ Opening file conf/fields.csv for reading.
+ Opening file conf/minecraft.rgs for reading.
+ Opening file conf/minecraft_server.rgs for reading.
package net.minecraft.src;
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) braces deadcode
import java.util.Random;
public class Item extends BlockMushroom
{
public Item(int i, int j)
{
super(i, j, ItemDye.field_22901_c);
}
public int func_21012_a(int i)
{
if(i <= 1)
{
return 4;
} else
{
return field_21320_bg;
}
}
public int func_21246_a(Random random)
{
return 0;
}
}
Give diamonds please?
Okay, I fixed it. It turns out that GIMP and paint do not allow you to use the "transparent" color... I have downloaded paint.NET and it has an option to use this. Very helpful. I am almost done making my new block :DD
Okay, so the block that I am trying to make is called "asphalt". This block is made like this:
...
What I'm trying to figure out is this:
I need a line of code that will make the player move something like 1.5 times faster than normal when walking on asphalt.
I have tried:
But the only thing that does is make the player shoot off in a particular direction... So I tried to change the multiplication signs to addition signs. This didn't work either. In fact, it didn't do anything. It didn't slow the player down or make it faster.
Please help, or my dreams of making a highway will be forever crushed
By setting entity.motion you are basicly "shooting" yourself in a certain direction. You need to get the block to update the player walk speed. Which I'm pretty sure is defined in EntityLiving.
If you look in the entityliving class files you'll notice something similar too thins:
So you need to make the block change the Player Entity move speed.
Edit:
Even easier way would be to put something like this in your block code
You need to have the file structure like this:
- MCP\jars\bin
- \jars\resources
Where Bin = the copied folder AppData\Roaming\.minecraft\bin
And Resources = the copied foler AppData\Roaming\.minecraft\resources
thats not what i meant pwned i meant like coal thats how to cook like a new meat
Seems like a good idea but the problem is I don't know how to go about doing that... I've been teaching myself Java on and off over the last few weeks so I don't have a REALLY good knowledge of it, but I can do basic things.... But anyway, I'm going to put a pause on the block for now and work on a terrain mod