Hey guys, sorry about this, i think this is prob the worst place to post this but can any 1 tell me how and where to post my mod i have no clue?
It's not the exact right place to ask, but since I'm a Mapping and Modding forum moderator, you can ask me. If your mod topic will include a finalized version of the mod, along with pictures, a description, and installation instructions, then it belongs in the Mods forum. If some of these prerequisites are not met, it belongs in the WIP Mods forum, or in the Mod Development forum. Please contact me with any further questions.
actually a guy have done that, and i'm not joking!
Yes, I am aware of these types of mods, but you still have to put some kind of effort into modding. Nothing is completely code something for you. That is absolutely impossible.
jbond98 sorry to bother you but with ur tutorials could you please also put them into txt or java files with all the code in them. eg
package net.minecraft.src;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.Map;
import java.util.Random;
public class mod_tutorial extends BaseMod{
public static final Block tutorialBlock = new BlockTutorial(161, 0).setStepSound(Block.soundStoneFootstep).setBlockName("tutorialBlock").setHardness(4.5F).setResistance(5F).setLightValue(1.0F);
public void load(){
tutorialBlock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/Tutorial/stone.png");
ModLoader.registerBlock(tutorialBlock);
ModLoader.addName(tutorialBlock, "Tutorial Block");
}
public String getVersion(){
return "Tutorial 1.3.2";
}
}
if it isn't too much trouble i understand how hard and long it takes to mod
I don't put all of the code on purpose. That is the point of these tutorials. If you have the time to read and learn, follow them. If you want to quickly mod something, copy and paste others' "tutorials" and use their code. It's ok, I won't judge
It's not the exact right place to ask, but since I'm a Mapping and Modding forum moderator, you can ask me. If your mod topic will include a finalized version of the mod, along with pictures, a description, and installation instructions, then it belongs in the Mods forum. If some of these prerequisites are not met, it belongs in the WIP Mods forum, or in the Mod Development forum. Please contact me with any further questions.
Have a nice day
Yes, I am aware of these types of mods, but you still have to put some kind of effort into modding. Nothing is completely code something for you. That is absolutely impossible.
I don't put all of the code on purpose. That is the point of these tutorials. If you have the time to read and learn, follow them. If you want to quickly mod something, copy and paste others' "tutorials" and use their code. It's ok, I won't judge
I was just asking if you could because i find i easier if i knw where that part of the code goes but i guess it will be better to learn by trial and error. and just 1 thing regarding the mod i want to post i have found where to post it and have done so with a brief description and mediafire link to the mod but could you please tell me how to add pictures and videos to think still learning how the use the minecraftforums.
I have be moding before and the textureing items and blocks with ModLoader worked for me but when i made
a new login on my pc and i am trying to make a texture on my new login and it would not work. ???
I was just asking if you could because i find i easier if i knw where that part of the code goes but i guess it will be better to learn by trial and error. and just 1 thing regarding the mod i want to post i have found where to post it and have done so with a brief description and mediafire link to the mod but could you please tell me how to add pictures and videos to think still learning how the use the minecraftforums.
before you start the client you must recompile using the recompile.bat in mcp make sure you do that, if it does not work/ gives an error you mucked up your code
im not too sure if this will work but one thing i found while making crafting recipes with modloader is when u put the "###", "###", "###", ...... their has to be 3 letters or what ever in the "" things or it crashes and thats all i can see that is wrong with it
Forgive me if I don't type my code on the forums properly, but I have a problem with my tool set. I'm trying to make an onyx tool set but when I determine the material to make the tools out of (Coding name, onyxGem), it comes up with this error:
onyxGem cannot be resolved to a variable
Forgive me if I don't type my code on the forums properly, but I have a problem with my tool set. I'm trying to make an onyx tool set but when I determine the material to make the tools out of (Coding name, onyxGem), it comes up with this error:
onyxGem cannot be resolved to a variable
package net.minecraft.src;
import java.util.Random;
public class mod_onyxGem extends BaseMod
{
public static final Item onyxGem = new Item(1500).setItemName("onyxGem");
public void load()
{
onyxGem.iconIndex = ModLoader.addOverride("/gui/items.png", "/textures/Onyx Gem.png");
i can try help but i will need to more of the code where your tools are but i think the problem is "ModLoader.addRecipe(new ItemStack(onyxHoe, 1), new Object [] {"##", "X ", "X ", Character.valueOf('#'), onyxGem, Character.valueOf('X'), Item.stick});" from what i remember it should be , mod_Yourmod.yourBlock/item.
O_o
WHAT????!!!!???!!
So how am I supposed to make a such big code?????? It will took me alot to make a building o_o , are you sure there is no software wich can to do that? to generate a building's code???? Like how NPC villages are made?
No. I'm not aware of anything like this. It's just a lot of copy paste and change coordinates for buildings. Randomly generated structures are a very complex programming aspect, and as far as I'm aware that is how Minecraft generates their villages. Take a look at the code for some more info.
Oh, okay. Thanks.
Now, when trying to add my new item, eclipse tells me that setTabToDisplayOn is undefined for type Item.
Code is in the spoiler (All four classes I have so far..)
package net.minecraft.src;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.Map;
import java.util.Random;
public class mod_wolfestone extends BaseMod {
public static final Block orebismuth = new BlockOre(160, 0)
.setStepSound(Block.soundStoneFootstep)
.setBlockName("orebismuth").setHardness(4.5F).setResistance(5F)
.setLightValue(0.375F);
public void load() {
orebismuth.blockIndexInTexture = ModLoader.addOverride(
"/terrain.png", "/textures/bismuth.png");
ModLoader.registerBlock(orebismuth); //registers the block in the game
ModLoader.addName(orebismuth, "Bismuth Ore"); //registers the name of the block
}
public String getVersion() {
return "Moar Metals Mod V0.1 Minecraft 1.3.2";
}
}
package net.minecraft.src;
import java.util.Random;
public class BlockWolfestoneOre extends Block {
public BlockWolfestoneOre(int par1, int par2) {
super(par1, par2, Material.rock);
this.setCreativeTab(CreativeTabs.tabBlock);
}
public int quantityDropped(int par1) {
return (1);
}
public int idDropped(int par1, Random par2Random, int par3) {
return mod_wolfestone.wolfestone.shiftedIndex;
}
}
package net.minecraft.src;
import java.util.Random;
public class ItemBismuthChunk extends BaseMod {
public static final Item BismuthChunk = new Item(5000)
.setItemName("Bismuth Chunk");
public void load() {
BismuthChunk.iconIndex = ModLoader.addOverride("/gui/items.png",
"/textures/BismuthItem.png");
ModLoader.addName(BismuthChunk, "Bismuth Chunk");
BismuthChunk.setTabToDisplayOn(CreativeTabs.tabMaterials);
}
public String getVersion() {
return "1.3.2";
}
}
package net.minecraft.src;
import java.util.Random;
public class mod_MMM extends BaseMod {
public static final Item PickBismuth = (new ItemPickaxe(200,
EnumToolMaterial.BismuthChunk)).setItemName("Bismuth Pickaxe");
public static final Item AxeBismuth = (new ItemAxe(201,
EnumToolMaterial.BismuthChunk)).setItemName("Bismuth Axe");
public static final Item ShovelBismuth = (new ItemSpade(202,
EnumToolMaterial.BismuthChunk)).setItemName("Bismuth Shovel");
public static final Item SwordBismuth = (new ItemSword(203,
EnumToolMaterial.BismuthChunk)).setItemName("Bismuth Sword");
public static final Item HoeBismuth = (new ItemHoe(204,
EnumToolMaterial.BismuthChunk)).setItemName("Bismuth Hoe");
public void load() {
PickBismuth.iconIndex = ModLoader.addOverride("/gui/items.png",
"/textures/BismuthPick.png");
AxeBismuth.iconIndex = ModLoader.addOverride("/gui/items.png",
"/textures/BismithAxe.png");
ShovelBismuth.iconIndex = ModLoader.addOverride("/gui/items.png",
"/textures/BismuthShovel.png");
SwordBismuth.iconIndex = ModLoader.addOverride("/gui/items.png",
"/textures/BismuthSword.png");
HoeBismuth.iconIndex = ModLoader.addOverride("/gui/items.png",
"/textures/BismuthHoe.png");
BismuthChunk.iconIndex = ModLoader.addOverride("/gui/items.png",
"/textures/yourItem.png");
ModLoader.addRecipe(new ItemStack(PickBismuth, 1), new Object[] {
"###", " X ", " X ", Character.valueOf('#'), BismuthChunk,
Character.valueOf('X'), Item.stick });
ModLoader.addRecipe(new ItemStack(ShovelBismuth, 1),
new Object[] { "#", "X", "X", Character.valueOf('#'), BismuthChunk,
Character.valueOf('X'), Item.stick });
ModLoader.addRecipe(new ItemStack(SwordBismuth, 1),
new Object[] { "#", "#", "X", Character.valueOf('#'), BismuthChunk,
Character.valueOf('X'), Item.stick });
ModLoader.addRecipe(new ItemStack(AxeBismuth, 1),
new Object[] { "##", "#X ", " X", Character.valueOf('#'),
BismuthChunk, Character.valueOf('X'), Item.stick });
ModLoader.addRecipe(new ItemStack(AxeBismuth, 1),
new Object[] { "##", "X#", "X ", Character.valueOf('#'),
BismuthChunk, Character.valueOf('X'), Item.stick });
ModLoader.addRecipe(new ItemStack(HoeBismuth, 1),
new Object[] { "##", " X", " X", Character.valueOf('#'),
BismuthChunk, Character.valueOf('X'), Item.stick });
ModLoader.addRecipe(new ItemStack(HoeBismuth, 1),
new Object[] { "##", "X ", "X ", Character.valueOf('#'),
BismuthChunk, Character.valueOf('X'), Item.stick });
ModLoader.addName(PickBismuth, "Bismuth Pickaxe");
ModLoader.addName(AxeBismuth, "Bismuth Axe");
ModLoader.addName(ShovelBismuth, "Bismuth Shovel");
ModLoader.addName(SwordBismuth, "Bismuth Sword");
ModLoader.addName(HoeBismuth, "Bismuth Hoe");
}
public String getVersion() {
return "1.3.2";
}
}
It's not the exact right place to ask, but since I'm a Mapping and Modding forum moderator, you can ask me. If your mod topic will include a finalized version of the mod, along with pictures, a description, and installation instructions, then it belongs in the Mods forum. If some of these prerequisites are not met, it belongs in the WIP Mods forum, or in the Mod Development forum. Please contact me with any further questions.
Have a nice day
Yes, I am aware of these types of mods, but you still have to put some kind of effort into modding. Nothing is completely code something for you. That is absolutely impossible.
I don't put all of the code on purpose. That is the point of these tutorials. If you have the time to read and learn, follow them. If you want to quickly mod something, copy and paste others' "tutorials" and use their code. It's ok, I won't judge
Check out my Minecraft Modding Tutorials!
a new login on my pc and i am trying to make a texture on my new login and it would not work. ???
Please follow this guide: http://img.mcf.li/images.jpg
Check out my Minecraft Modding Tutorials!
the constructor BiomeGenWakakuik(int) is unidentified
and
The method setBiomeName(String) is undefined for the type BiomeGenWakakuik
please help. thanks.
With a keyboard, silly!
Using eclipse or any other type of IDE or text editing interface. I don't exactly understand your question.
Check out my Minecraft Modding Tutorials!
I mean how do you type in code in the forum chat. I don't want my code to take up a whole page.
onyxGem cannot be resolved to a variable
The tool crafting code:
The onyxGem code:
mod_onyxGem:
What am I doing wrong? Please help.
An easy way to do this is just to click the "<>" button on the text editor, and paste your code into there.
No. I'm not aware of anything like this. It's just a lot of copy paste and change coordinates for buildings. Randomly generated structures are a very complex programming aspect, and as far as I'm aware that is how Minecraft generates their villages. Take a look at the code for some more info.
Check out my Minecraft Modding Tutorials!
Look at the code in the BlockOre.java class.
Check out my Minecraft Modding Tutorials!
Now, when trying to add my new item, eclipse tells me that setTabToDisplayOn is undefined for type Item.
Code is in the spoiler (All four classes I have so far..)