Sorry for the few tutorials lately. As promised the tool/Sword tutorial is all ready to be filmed. I have it prepared and ready. I could film it at this moment except My family has some people over and their could be potential background noise. I will try to find a good time to film it. Thanks everyone for the positive feedback!
Thanks, also I'm not sure if you still need it but I will have the tool tutorial coming out. After that, I will talk about generating structures. All kinds of fun stuff!
Also, I'm not sure if you guys wan't this, but I could possibly go through start to finish how to make a simple mod. I already made a quick attempt at that!
lol i got my mod 256 views
just need texture's to be upgraded
lol i got my mod 256 views
just need texture's to be upgraded
Very nice, I'm hoping to try it out tomorrow. I've got no hope of that tonight because I'm rendering tutorials I've filmed for the past 4 days tonight. And rendering takes all my computers power. Although, another suggestion for your mod would be the way you've coded it. I beleive the way you coded it would make it incompatable with other mods. Which in fact could be a turn off to some users. I will upload 2 sword tutorials tonight. The second more advanced one might be worth a shot at looking at. It allows your mod to be more compatable with other similar mods. It should be up within the next 90 minutes. Hopefully. Have fun Coding!
I love your videos! They are extremely helpful and easy to understand. Thank you so much! I only have one question. When I make a block recipe, how do I make it so that lapiz dye is one of the ingredients? I cant find any identification for it that would work in the recipe coding. Thanks
Thanks. As for the lapis. Do you mean the item you get when you destroy lapis? If so, it should be in the Items.java file. If you mean the dye, then I'm not quite sure and I will have to look into it.
package net.minecraft.src;
import java.util.Random;
public class mod_tutorial extends BaseMod
{
public static Item TutorialIngot;
public static final Block TutorialBlock;
static
{
TutorialBlock = (new BlockTutorialBlock(125, ModLoader.addOverride("/terrain.png", "/mods/TutorialBlock.png"))).setHardness(3F).setResistance(5F).setStepSound(Block.soundWoodFootstep).setBlockName("TutorialBlock");
TutorialIngot = (new Item(126)).setIconIndex(ModLoader.addOverride("/gui/items.png", "/mods/TutorialIngot.png")).setItemName("TutorialIngot");
}
public mod_tutorial()
{
ModLoader.addName(TutorialIngot, "Tutorial Ingot");
ModLoader.registerBlock(TutorialBlock);
ModLoader.addName(TutorialBlock, "Tutorial Block Ore");
ModLoader.addSmelting(Block.planks.blockID, new ItemStack(TutorialBlock, 1));
ModLoader.addSmelting(TutorialBlock.blockID, new ItemStack(TutorialIngot, 1));
ModLoader.AddRecipe(new ItemStack(mod_tutorial.TutorialBlock, 1), new Object[]
{
" G ", " C ", " G ", Character.valueOf('G'), Item.ingotIron, Character.valueOf('C'), Item.coal
});
}
public void load()
{
}
public void GenerateSurface(World world, Random rand, int chunkx, int chunkz)
{
//Tutorial Block
for(int l = 0; l<45; l++)
{
int i1 = chunkx +rand.nextInt(16);
int j1 = rand.nextInt(64);
int k1 = chunkz + rand.nextInt(16);
(new WorldGenMinable(TutorialBlock.blockID, 10)).generate(world, rand, i1, j1, k1);
}
//End Tutorial Block
}
public String getVersion()
{
return "TuTorialMod";
}
}
and
BlockTutorialBlock.java:
package net.minecraft.src;
import java.util.Random;
public class BlockTutorialBlock extends BlockStone {
public BlockTutorialBlock(int i, int j)
{
super(i, j);
}
public int quantityDropped (Random random)
{
return 1;
}
public int idDropped(int i, Random random, int j)
{
return Item.coal.shiftedIndex;
}
}
Only Tutorial Ingots Works In Game
Okay if you mean, when you try to craft it that it doesnt show up its because your third set of quotation marks in your crafting recipe is too many characters. You have it as - " G " Do you see that extra space in there? It should be " G "
found out how to fix it make it 5 then if you have created your own armor texture like cloth if its like say for example my armor is Swaginite but you notice how cloth_1 is like that u have to do it like Swaginite_1 and Swaginite_2 then you goto the ModLoader.addArmor("Swaginite") and put if your armors starting letter is lowercase then u put it as lowercase so it would look like ModLoader.addArmor("swaginite") and you have working armor textures if you need help just message me
Okay simple and advanced sword tutorials are up. It's essentially the same idea for other tools, but tomorrow I will film and upload the regular tool tutorials. Watch the advanced tutorial one because if you don't do it that way and another mod a user installs trys to alter the same file bad things will happen. It will overwrite and mess up one of your mods, or even both.
Okay simple and advanced sword tutorials are up. It's essentially the same idea for other tools, but tomorrow I will film and upload the regular tool tutorials. Watch the advanced tutorial one because if you don't do it that way and another mod a user installs trys to alter the same file bad things will happen. It will overwrite and mess up one of your mods, or even both.
Hey im trying to do the world gen but its not working! crafting and smelting my ore works, but it wont gen in the world naturally
here's my code in my mod_Randomness file:
package net.minecraft.src;
import java.util.Random;
public class mod_Randomness extends BaseMod
{
public static Item SteelIngot;
public static final Block SteelOre;
static
{
SteelOre = (new BlockSteelOre(126, ModLoader.addOverride("/terrain.png", "/mods/SteelOre.png"))).setHardness(3F).setResistance(5F).setStepSound(Block.soundStoneFootstep).setBlockName("SteelOre");
SteelIngot = (new Item(100).setIconIndex(ModLoader.addOverride("/gui/items.png", "/mods/SteelIngot.png"))).setItemName("SteelOre");
}
public void load()
{
}
public mod_Randomness()
{
ModLoader.addName(SteelIngot, "Steel Ingot");
ModLoader.registerBlock(SteelOre);
ModLoader.addName(SteelOre, "Steel Block Ore");
ModLoader.addSmelting(Block.bedrock.blockID, new ItemStack(SteelOre, 1));
ModLoader.addSmelting(SteelOre.blockID, new ItemStack(SteelIngot, 1));
}
public void GenerateSurface(World world, Random rand, int Basex, int Basez)
{
//Steel Ore
for(int a = 0; a<200; a++)
{
int Xcoord = Basex +rand.nextInt(16);
int Ycoord = rand.nextInt(200);
int Zcoord = Basez +rand.nextInt(16);
(new WorldGenMinable(SteelOre.blockID, 200)).generate(world, rand, Xcoord, Ycoord, Zcoord);
}
}
public String getVersion()
{
return"0.01 Alpha";
}
}
here's my code in my BlockSteelOre file:
package net.minecraft.src;
import java.util.Random;
public class BlockSteelOre extends Block
{
public BlockSteelOre(int i, int j)
{
super(i, j, Material.rock);
}
public int quanityDropped(Random random)
{
return 1;
}
public int idDropped(int i, Random random, int j)
{
return mod_Randomness.SteelOre.blockID;
}
}
also i dont know if its a big deal, but in creative mode my block doesn't show up in the inventory
"Thanks. As for the lapis. Do you mean the item you get when you destroy lapis? If so, it should be in the Items.java file. If you mean the dye, then I'm not quite sure and I will have to look into it."
/qoute
I mean the blue stuff you get when you destroy lapiz ore blocks without silk touch enchantment (which can be used as a dye). I have tried searching for it in Item.java however the closest I have come to finding it is an item called "dyePowder". This is close to what I need but how would I make it so that it needs to be specifically blue (lapiz) dye when you craft the item I'm making?
Hey im trying to do the world gen but its not working! crafting and smelting my ore works, but it wont gen in the world naturally
here's my code in my mod_Randomness file:
package net.minecraft.src;
import java.util.Random;
public class mod_Randomness extends BaseMod
{
public static Item SteelIngot;
public static final Block SteelOre;
static
{
SteelOre = (new BlockSteelOre(126, ModLoader.addOverride("/terrain.png", "/mods/SteelOre.png"))).setHardness(3F).setResistance(5F).setStepSound(Block.soundStoneFootstep).setBlockName("SteelOre");
SteelIngot = (new Item(100).setIconIndex(ModLoader.addOverride("/gui/items.png", "/mods/SteelIngot.png"))).setItemName("SteelOre");
}
public void load()
{
}
public mod_Randomness()
{
ModLoader.addName(SteelIngot, "Steel Ingot");
ModLoader.registerBlock(SteelOre);
ModLoader.addName(SteelOre, "Steel Block Ore");
ModLoader.addSmelting(Block.bedrock.blockID, new ItemStack(SteelOre, 1));
ModLoader.addSmelting(SteelOre.blockID, new ItemStack(SteelIngot, 1));
}
public void GenerateSurface(World world, Random rand, int Basex, int Basez)
{
//Steel Ore
for(int a = 0; a<200; a++)
{
int Xcoord = Basex +rand.nextInt(16);
int Ycoord = rand.nextInt(200);
int Zcoord = Basez +rand.nextInt(16);
(new WorldGenMinable(SteelOre.blockID, 200)).generate(world, rand, Xcoord, Ycoord, Zcoord);
}
}
public String getVersion()
{
return"0.01 Alpha";
}
}
here's my code in my BlockSteelOre file:
package net.minecraft.src;
import java.util.Random;
public class BlockSteelOre extends Block
{
public BlockSteelOre(int i, int j)
{
super(i, j, Material.rock);
}
public int quanityDropped(Random random)
{
return 1;
}
public int idDropped(int i, Random random, int j)
{
return mod_Randomness.SteelOre.blockID;
}
}
also i dont know if its a big deal, but in creative mode my block doesn't show up in the inventory
any help would be very appreciated
Try making the GenerateSurface part say generateSurface. It seems to have changed going into 1.2.
"Thanks. As for the lapis. Do you mean the item you get when you destroy lapis? If so, it should be in the Items.java file. If you mean the dye, then I'm not quite sure and I will have to look into it."
/qoute
I mean the blue stuff you get when you destroy lapiz ore blocks without silk touch enchantment (which can be used as a dye). I have tried searching for it in Item.java however the closest I have come to finding it is an item called "dyePowder". This is close to what I need but how would I make it so that it needs to be specifically blue (lapiz) dye when you craft the item I'm making?
If I'm correct dyePowder is lapis. I know this because i went to block.java and found lapisore. Then I saw that it linked to the file BlockOre. From there I started going through the blockOre file and eventually found when lapis is destroyed what it drops. It says it drops dyePowder, so I'm assuming that is lapis.
If I'm correct dyePowder is lapis. I know this because i went to block.java and found lapisore. Then I saw that it linked to the file BlockOre. From there I started going through the blockOre file and eventually found when lapis is destroyed what it drops. It says it drops dyePowder, so I'm assuming that is lapis.
I just tested using "Item.dyePowder" as the ingredient and it didnt work. I tried crafting it with other dyes just incase it was because it does not identify different colors of dyes but it still did not work and when I ty to craft it nothing comes up. it recompiles and everything just fine just the recipe is not there.
I just tested using "Item.dyePowder" as the ingredient and it didnt work. I tried crafting it with other dyes just incase it was because it does not identify different colors of dyes but it still did not work and when I ty to craft it nothing comes up. it recompiles and everything just fine just the recipe is not there.
Okay I was afraid of that. Dye's use something called damage to distinguish themselves apart from one another. Problem with this is it's really hard to then use the in recipies. So, I personally have no experience using damage, but I can try to figure out how to sue it, I'll do quick check at the crafting manager to see how they do it there.
I just tested using "Item.dyePowder" as the ingredient and it didnt work. I tried crafting it with other dyes just incase it was because it does not identify different colors of dyes but it still did not work and when I ty to craft it nothing comes up. it recompiles and everything just fine just the recipe is not there.
I looked and it's nonexistent in the crafting manager. Is it possible for you to Make a brand new block/item and use that in your crafting recipe? I know it's more work, but I'm just not sure with how damage works. Sorry.
Okay I was afraid of that. Dye's use something called damage to distinguish themselves apart from one another. Problem with this is it's really hard to then use the in recipies. So, I personally have no experience using damage, but I can try to figure out how to sue it, I'll do quick check at the crafting manager to see how they do it there.
I looked and it's nonexistent in the crafting manager. Is it possible for you to Make a brand new block/item and use that in your crafting recipe? I know it's more work, but I'm just not sure with how damage works. Sorry.
Thats okay. I was deciding whether I wanted to use lapiz lazuli or lapiz blocks in the recipe and I wanted to use just lapiz lazuli to make it easier to get. Its no problem at all though. Thanks for attempting to help. I just have one other, unrelated question for my mod also: if I wanted to make a new slab, how would the coding be different from making a basic block?
can you make a tutorial on how to make new dimensians? i hade an idea of a dark world where you build a portal to acess like the nether but unless you have a surtain armor you get poisend by its atmosphere. and looking about threw this im still lost on how to make that. 3;
Mods loaded: 2
ModLoader 1.2.3
mod_TitaniumOre TitaniumOre For Minecraft 1.2.3
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT fef77e56 --------
Generated 3/11/12 3:33 PM
Minecraft: Minecraft 1.2.3
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_01, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: Mobile Intel(R) 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.2086, Intel
java.lang.ArrayIndexOutOfBoundsException: 556
at net.minecraft.src.ModLoader.initStats(ModLoader.java:902)
at net.minecraft.src.ModLoader.init(ModLoader.java:875)
at net.minecraft.src.ModLoader.addAllRenderers(ModLoader.java:154)
at net.minecraft.src.RenderManager.<init>(RenderManager.java:85)
at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:12)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:423)
at net.minecraft.client.Minecraft.run(Minecraft.java:784)
at java.lang.Thread.run(Thread.java:722)
--- END ERROR REPORT c8c8f41c ----------
My srcs-
TitaniumOre.java-
package net.minecraft.src;
import java.util.Random;
public class TitaniumOre extends Block
{
public TitaniumOre(int i, int j)
{
super(i, j);
}
public int quantityDropped(Random random)
{
return 1;
}
public int idDropped(int i, Random random, int j)
{
return Item.cake.shiftedIndex;
}
}
mod_TitaniumOre-
package net.minecraft.src;
import java.util.Random;
public class mod_TitaniumOre extends BaseMod
{
public static final Block TitaniumOre;
static
{
TitaniumOre = (new TitaniumOre(556, ModLoader.addOverride("/terrain.png", "/TitaniumOre"))).setHardness(3F).setResistance(5F).setBlockName("TitaniumOre");
}
public void load()
{
}
public mod_TitaniumOre()
{
}
public void GenerateSurface(World world, Random rand, int chunkx, int chunkz)
{
for(int l = 0; l<55; l++)
{
int i1 = chunkx +rand.nextInt(16);
int j1 = rand.nextInt(64);
int k1 = chunkz + rand.nextInt(16);
(new WorldGenMinable(TitaniumOre.blockID, 14)).generate(world,rand, i1, j1, k1);
}
}
found out how to fix it make it 5 then if you have created your own armor texture like cloth if its like say for example my armor is Swaginite but you notice how cloth_1 is like that u have to do it like Swaginite_1 and Swaginite_2 then you goto the ModLoader.addArmor("Swaginite") and put if your armors starting letter is lowercase then u put it as lowercase so it would look like ModLoader.addArmor("swaginite") and you have working armor textures if you need help just message me
I tried this, but it didn't work. where do you put the armor texture?
Rollback Post to RevisionRollBack
There are 10 types of people in the world. Those who understand binary notation, those who don't, and those who think this is in binary.
lol i got my mod 256 views
just need texture's to be upgraded
Very nice, I'm hoping to try it out tomorrow. I've got no hope of that tonight because I'm rendering tutorials I've filmed for the past 4 days tonight. And rendering takes all my computers power. Although, another suggestion for your mod would be the way you've coded it. I beleive the way you coded it would make it incompatable with other mods. Which in fact could be a turn off to some users. I will upload 2 sword tutorials tonight. The second more advanced one might be worth a shot at looking at. It allows your mod to be more compatable with other similar mods. It should be up within the next 90 minutes. Hopefully. Have fun Coding!
Thanks. As for the lapis. Do you mean the item you get when you destroy lapis? If so, it should be in the Items.java file. If you mean the dye, then I'm not quite sure and I will have to look into it.
Okay if you mean, when you try to craft it that it doesnt show up its because your third set of quotation marks in your crafting recipe is too many characters. You have it as - " G " Do you see that extra space in there? It should be " G "
Hope that helps.
Hey thanks for the insight. Much appreciated!
That guy that makes the wheels turn.. Y'know...
Okay simple and advanced sword tutorials are up. It's essentially the same idea for other tools, but tomorrow I will film and upload the regular tool tutorials. Watch the advanced tutorial one because if you don't do it that way and another mod a user installs trys to alter the same file bad things will happen. It will overwrite and mess up one of your mods, or even both.
If you did do it that way, Good Job!
That guy that makes the wheels turn.. Y'know...
i will have a look at your tutorial
here's my code in my mod_Randomness file:
here's my code in my BlockSteelOre file:
also i dont know if its a big deal, but in creative mode my block doesn't show up in the inventory
any help would be very appreciated
/qoute
I mean the blue stuff you get when you destroy lapiz ore blocks without silk touch enchantment (which can be used as a dye). I have tried searching for it in Item.java however the closest I have come to finding it is an item called "dyePowder". This is close to what I need but how would I make it so that it needs to be specifically blue (lapiz) dye when you craft the item I'm making?
Try making the GenerateSurface part say generateSurface. It seems to have changed going into 1.2.
If I'm correct dyePowder is lapis. I know this because i went to block.java and found lapisore. Then I saw that it linked to the file BlockOre. From there I started going through the blockOre file and eventually found when lapis is destroyed what it drops. It says it drops dyePowder, so I'm assuming that is lapis.
That guy that makes the wheels turn.. Y'know...
I just tested using "Item.dyePowder" as the ingredient and it didnt work. I tried crafting it with other dyes just incase it was because it does not identify different colors of dyes but it still did not work and when I ty to craft it nothing comes up. it recompiles and everything just fine just the recipe is not there.
Okay I was afraid of that. Dye's use something called damage to distinguish themselves apart from one another. Problem with this is it's really hard to then use the in recipies. So, I personally have no experience using damage, but I can try to figure out how to sue it, I'll do quick check at the crafting manager to see how they do it there.
I looked and it's nonexistent in the crafting manager. Is it possible for you to Make a brand new block/item and use that in your crafting recipe? I know it's more work, but I'm just not sure with how damage works. Sorry.
That guy that makes the wheels turn.. Y'know...
Thats okay. I was deciding whether I wanted to use lapiz lazuli or lapiz blocks in the recipe and I wanted to use just lapiz lazuli to make it easier to get. Its no problem at all though. Thanks for attempting to help. I just have one other, unrelated question for my mod also: if I wanted to make a new slab, how would the coding be different from making a basic block?
import java.util.Random;
public class mod_BlockSmaragd extends BaseMod {
public static final Block BlockSmaragd;
//armor
public static Item SmaragdHelmet;
public static Item SmaragdChest;
public static Item SmaragdLegs;
public static Item SmaragdBoots;
static
{
BlockSmaragd = (new BlockSmaragdBlock(126, ModLoader.addOverride("/terrain.png", "/mods/SmaragdBlock.png"))).setHardness(3F).setResistance(5F).setStepSound(Block.soundWoodFootstep).setBlockName("Smaragd Block");
SmaragdHelmet = (new ItemArmor(8000, EnumArmorMaterial.CLOTH, 3, 0)).setIconIndex(ModLoader.addOverride("/gui/items.png","/mods/SmaragdHelmet.png")).setItemName("Smaragd Helmet");
SmaragdChest = (new ItemArmor(8001, EnumArmorMaterial.CLOTH, 3, 1)).setIconIndex(ModLoader.addOverride("/gui/items.png","/mods/SmaragdChest.png")).setItemName("Smaragd Chest");
SmaragdLegs = (new ItemArmor(8002, EnumArmorMaterial.CLOTH, 3, 2)).setIconIndex(ModLoader.addOverride("/gui/items.png","/mods/SmaragdLegs.png")).setItemName("Smaragd Legs");
SmaragdBoots = (new ItemArmor(8003, EnumArmorMaterial.CLOTH, 3, 3)).setIconIndex(ModLoader.addOverride("/gui/items.png","/mods/SmaragdBoots.png")).setItemName("Smaragd Boots");
//armor
}
public mod_BlockSmaragd()
{
ModLoader.registerBlock(BlockSmaragd);
ModLoader.addName(BlockSmaragd, "Block Smaragd");}
ModLoader.addRecipe(new ItemStack(Block.BlockSmaragd, 1, new Object[]
{
"xx", Character.valueof("x"), Block.dirt
});
//armor
ModLoader.addName(SmaragdHelmet, "Smaragd Helmet");
ModLoader.addName(SmaragdChest, "Smaragd Chest");
ModLoader.addName(SmaragdLegs, "Smaragd Legs");
ModLoader.addName(SmaragdBoots, "Smaragd Boots");
ModLoader.addArmor("cloth");
ModLoader.addRecipe(new ItemStack(SmaragdHelmet, 1, new Object[]
{
"XXX", "X X", Character.valueOf('X'), Smaragd
});
ModLoader.addRecipe(new ItemStack(SmaragdChest, 1, new Object[]
{
"X X", "XXX","XXX", Character.valueOf('X'), Smaragd
});
ModLoader.addRecipe(new ItemStack(SmaragdLegs, 1, new Object[]
{
"XXX", "X X","X X", Character.valueOf('X'), Smaragd
});
ModLoader.addRecipe(new ItemStack(SmaragdBoots, 1, new Object[]
{
"X X", "X X", Character.valueOf('X'), Smaragd
});
public void load()
{
}
public void GenerateSurface(World World, Random rand, int chunkx, int chunkz)
{
//SmaragdBlock
for(int l = 0; l<10; l++)
{
int i1 = chunkx + rand.nextInt(16);
int j1 = rand.nextInt(64);
int k1 = chunkz + rand.nextInt(16);
(new WorldGenMinable(BlockSmaragd.blockID, 10)).generate(World, rand, i1, j1, k1);
}
//end SmaragdBlock
}
public String getVersion(){
{
}
return "Minecraft 1.2.3 and above BlockSmaragd Mod";}
{
}
}
I'm getting an error on all the crafting recipes I type:
ModLoader.addRecipe(new ItemStack(Block.BlockSmaragd, 1, new Object[]
{
"xx", Character.valueof("x"), Block.dirt
});
but still I'm getting an error, plz help
Mods loaded: 2
ModLoader 1.2.3
mod_TitaniumOre TitaniumOre For Minecraft 1.2.3
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT fef77e56 --------
Generated 3/11/12 3:33 PM
Minecraft: Minecraft 1.2.3
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_01, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: Mobile Intel(R) 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.2086, Intel
java.lang.ArrayIndexOutOfBoundsException: 556
at net.minecraft.src.ModLoader.initStats(ModLoader.java:902)
at net.minecraft.src.ModLoader.init(ModLoader.java:875)
at net.minecraft.src.ModLoader.addAllRenderers(ModLoader.java:154)
at net.minecraft.src.RenderManager.<init>(RenderManager.java:85)
at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:12)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:423)
at net.minecraft.client.Minecraft.run(Minecraft.java:784)
at java.lang.Thread.run(Thread.java:722)
--- END ERROR REPORT c8c8f41c ----------
My srcs-
TitaniumOre.java-
package net.minecraft.src;
import java.util.Random;
public class TitaniumOre extends Block
{
public TitaniumOre(int i, int j)
{
super(i, j);
}
public int quantityDropped(Random random)
{
return 1;
}
public int idDropped(int i, Random random, int j)
{
return Item.cake.shiftedIndex;
}
}
mod_TitaniumOre-
package net.minecraft.src;
import java.util.Random;
public class mod_TitaniumOre extends BaseMod
{
public static final Block TitaniumOre;
static
{
TitaniumOre = (new TitaniumOre(556, ModLoader.addOverride("/terrain.png", "/TitaniumOre"))).setHardness(3F).setResistance(5F).setBlockName("TitaniumOre");
}
public void load()
{
}
public mod_TitaniumOre()
{
}
public void GenerateSurface(World world, Random rand, int chunkx, int chunkz)
{
for(int l = 0; l<55; l++)
{
int i1 = chunkx +rand.nextInt(16);
int j1 = rand.nextInt(64);
int k1 = chunkz + rand.nextInt(16);
(new WorldGenMinable(TitaniumOre.blockID, 14)).generate(world,rand, i1, j1, k1);
}
}
public String getVersion()
{
return "TitaniumOre For Minecraft 1.2.3";
}
}
-plz help
BOOP
Thxs! That worked!
I tried this, but it didn't work. where do you put the armor texture?
Inside of the Armor Folder
That guy that makes the wheels turn.. Y'know...