Chewy, can you give me an example of where to put the walkthrough block info
In the block class you want to make intangible. When you declare your block:
public static final Block intangible = new BlockIntangible(100, 0).setBlockName("intangible");
Since we called the block a "new BlockIntangible()" we have to write that class:
public class BlockTangible extends Block {
public BlockIntangible(int i, int j) {
super(i, j, Material.ground);
}
public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int i, int j, int k) {
return null;
}
//more functions/whatever here
}
In the block class you want to make intangible. When you declare your block:
public static final Block intangible = new BlockIntangible(100, 0).setBlockName("intangible");
Since we called the block a "new BlockIntangible()" we have to write that class:
public class BlockTangible extends Block {
public BlockIntangible(int i, int j) {
super(i, j, Material.ground);
}
public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int i, int j, int k) {
return null;
}
//more functions/whatever here
}
So I make a new .java and call it blockintangible, and put that in?
How do you make a regular block for modloader, not an ore one?
And where do you put custom graphics for a block both with modloader and otherwise?
he as a tutorial for non ores, just look at his block one. The modloader ones, you just drag the .png into the jar, but non modloader you have to drag it into your terrain file, then configure it to whatever number you put after you id. E.g. slot 159 would be 10 blocks down, and 16 blocks over. (The first block is 0)
Can anyone help me with my toolset issue? :/ How the items never work the way they should even after adding everything necessary in EnumToolMaterial, Item, etc.
EDIT: NEVERMIND< FIXED IT! :biggrin.gif::D:D:D I knew I was being an idiot somewhere ^-^
he as a tutorial for non ores, just look at his block one. The modloader ones, you just drag the .png into the jar, but non modloader you have to drag it into your terrain file, then configure it to whatever number you put after you id. E.g. slot 159 would be 10 blocks down, and 16 blocks over. (The first block is 0)
So I make a .png image of the texture and name it the mod_whatever.png and drop it into the jar?
So I make a .png image of the texture and name it the mod_whatever.png and drop it into the jar?
Pretty much. You can name it whatever you want, you just have to make sure it matches whatever is in mod_<YourMod>.java. For example, in my .jar I have a folder named Textures where I have all of my .png's located, so all of my overrides direct to "/Textures/<image>.png".
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
Hey, I have an issue here. I followed your tutorial while trying to make my moonrock for the Moon world mod I'm making, but it always throws me an error. Here's the .java file where the error shows up
package net.minecraft.src;
public class mod_MoonMod extends BaseMod {
public static final Block = new blockMoonRock(115, 0).setHardness(2F).setResistance(5F).setstepSound(soundStoneFootstep).setLightValue(.25F).setBlockName("moonrock");
public mod_MoonMod ()
{
ModLoader.RegisterBlock(moonrock);
moonrock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "MoonMod/moonrock.png");
ModLoader.AddName(moonrock, Moonrock);
}
public String Version()
{
return "0.1 for Minecraft 1.7.3";
}
}
The error always appears under the public static final dadada line. It says <identifier> expected. I've never come across this before for declaring a block, so I have no clue what to do. Halp
Hey, I have an issue here. I followed your tutorial while trying to make my moonrock for the Moon world mod I'm making, but it always throws me an error. Here's the .java file where the error shows up
package net.minecraft.src;
public class mod_MoonMod extends BaseMod {
public static final Block = new blockMoonRock(115, 0).setHardness(2F).setResistance(5F).setstepSound(soundStoneFootstep).setLightValue(.25F).setBlockName("moonrock");
public mod_MoonMod ()
{
ModLoader.RegisterBlock(moonrock);
moonrock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "MoonMod/moonrock.png");
ModLoader.AddName(moonrock, Moonrock);
}
public String Version()
{
return "0.1 for Minecraft 1.7.3";
}
}
The error always appears under the public static final dadada line. It says <identifier> expected. I've never come across this before for declaring a block, so I have no clue what to do. Halp
You haven't named the reference variable you made to block. What you have doesn't even make sense. Between Block and = type "moonrock".
And, by the way, I'm assuming that if you're at this tutorial you're just a beginner modder. This is okay for blocks/items, but if you're making an entirely new dimension it will be tough for someone of even my experience level (or anyone for that matter). If you are a beginning modder you best take your time to learn more.
You haven't named the reference variable you made to block. What you have doesn't even make sense. Between Block and = type "moonrock".
And, by the way, I'm assuming that if you're at this tutorial you're just a beginner modder. This is okay for blocks/items, but if you're making an entirely new dimension it will be tough for someone of even my experience level (or anyone for that matter). If you are a beginning modder you best take your time to learn more.
I've modded before, and I used to code with Java as my base language, but I haven't modded in a few months, and I guess this is what I get for my hiatus. You're message is actually confusing me, so I guess I'll go over your tutorial again. And the dimension mod is going to be a collab by me and two friends (one is an experienced coder, and the reason I switched to C++, the other is his brother, and not so experienced). At one point I had a full mod working that I was going to release, but decided against it because there are WAY too many more ores mods out there.
Hey, i followed your tut and loved it. But i came accross and issue where my mod is COMPLETELY skipped over, like it doesnt recognize its supposed to do something, but there is no error, so pleaseee help
Hey, i followed your tut and loved it. But i came accross and issue where my mod is COMPLETELY skipped over, like it doesnt recognize its supposed to do something, but there is no error, so pleaseee help
Did you recompile? (Dumb question, but this is how you troubleshoot) Are you using the MCP test version? Or did you reobfuscate and install into the actual game?
In the block class you want to make intangible. When you declare your block:
Since we called the block a "new BlockIntangible()" we have to write that class:
So I make a new .java and call it blockintangible, and put that in?
Yes.
And where do you put custom graphics for a block both with modloader and otherwise?
he as a tutorial for non ores, just look at his block one. The modloader ones, you just drag the .png into the jar, but non modloader you have to drag it into your terrain file, then configure it to whatever number you put after you id. E.g. slot 159 would be 10 blocks down, and 16 blocks over. (The first block is 0)
EDIT: NEVERMIND< FIXED IT! :biggrin.gif::D:D:D I knew I was being an idiot somewhere ^-^
^Click me!^
So I make a .png image of the texture and name it the mod_whatever.png and drop it into the jar?
Pretty much. You can name it whatever you want, you just have to make sure it matches whatever is in mod_<YourMod>.java. For example, in my .jar I have a folder named Textures where I have all of my .png's located, so all of my overrides direct to "/Textures/<image>.png".
^Click me!^
You name the image whatever you told the override to look for.
In this code:
The override will look for an image called "exampleimage" in the minecraft.jar.
In this line:
The override will look for the image in a folder called "examplefolder" from the minecraft.jar.
^Click me!^
The toolset tutorial was Non-ML.
Really? Well that explains a lot
I give everyone permission to facepalm.
^Click me!^
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
The error always appears under the public static final dadada line. It says <identifier> expected. I've never come across this before for declaring a block, so I have no clue what to do. Halp
You haven't named the reference variable you made to block. What you have doesn't even make sense. Between Block and = type "moonrock".
And, by the way, I'm assuming that if you're at this tutorial you're just a beginner modder. This is okay for blocks/items, but if you're making an entirely new dimension it will be tough for someone of even my experience level (or anyone for that matter). If you are a beginning modder you best take your time to learn more.
I've modded before, and I used to code with Java as my base language, but I haven't modded in a few months, and I guess this is what I get for my hiatus. You're message is actually confusing me, so I guess I'll go over your tutorial again. And the dimension mod is going to be a collab by me and two friends (one is an experienced coder, and the reason I switched to C++, the other is his brother, and not so experienced). At one point I had a full mod working that I was going to release, but decided against it because there are WAY too many more ores mods out there.
Did you recompile? (Dumb question, but this is how you troubleshoot) Are you using the MCP test version? Or did you reobfuscate and install into the actual game?