Any ideas how long before ModLoader for 1.4.6 will be out?
Hey thats a good question Cuz I dont want to have to rewrite all that code
I don't think there's much of a change unless modloader changes a lot. I think it would just be making sure none of the coding clashes with the original coding.
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I fought through the Nether and all I got was this stupid signature.
Good day : my problem is really simple but i cannot solve it :/
After put my files into minecraft.jar i cannot see them nor in my inventory nor using /give command :/
Ill show code :
BlockMagicOre.java
package net.minecraft.src;
import java.util.Random;
public class BlockMagicOre extends Block {
protected BlockMagicOre(int i ,int j){
super(i,j,Material.iron);
this.setCreativeTab(CreativeTabs.tabBlock);
}
public int idDropped(int i, Random random,int j){
return Mod_BaseBlocks.magicOre.blockID;
}
public int quantityDropped(Random random){
if (random.nextInt(5) == 0)
return 3;
else
return 1;
}
}
ItemMagicOre.java
package net.minecraft.src;
public class ItemMagicOre extends Item {
protected ItemMagicOre(int par1) {
super(par1);
this.setCreativeTab(CreativeTabs.tabMaterials);
maxStackSize = 64;
}
}
Mod_BaseBlocks.java
package net.minecraft.src;
public class Mod_BaseBlocks extends BaseMod
{
//Block
public static final Block magicOre = new BlockMagicOre(200,16)
.setHardness(0.1f)
.setResistance(1f)
.setLightValue(1f)
.setStepSound(Block.soundStoneFootstep)
.setBlockName("Magic ore");
public static final Item gemMagicOre = new ItemMagicOre(4500)
.setItemName("Magic Ore");
@Override
public String getVersion() {
return "1.0.1";
}
@Override
public void load() {
ModLoader.registerBlock(magicOre);
// Names
ModLoader.addName(magicOre, "Magic Ore");
ModLoader.addName(gemMagicOre, "Magic Ore!");
// Recipes
//Textures
//magicOre.blockIndexInTexture = ModLoader.addOverride
// ("/terrain.png","TTextures/blockMagicOre.png");
gemMagicOre.iconIndex = ModLoader.addOverride("/gui/Items.png", "TTextures/gemMagicOre.png");
ModLoader.addRecipe(new ItemStack(magicOre, 8), new Object[]{
"SSS","SCS","SSS",
'C',Block.cobblestone,
'S',Block.sand
});
}
}
i am using minecraft v 1.4.5 with mode loader for 1.4.5 and mcp723 .
Have you recompiled it? You need to recompile it first...
when i want to update my mod i get the latest version of mcp, then i decompile my mod, then i open the editor and check for any errors
if there is no errors then i recompile and test for any bugs but if there is an error then fix it then recompile.
I did some tests, and i find out that the problem is not in the block textures, the error is in the BiomeGenIronwoodForest and then in the part where i place my own blocks, DarkDirt and DarkGrass as filler and top block. If i put my own blocks, it crashes, if any vanilla minecraft block, then it works perfectly. Any reasons why is this? And my DarkDirt and DarkGrass block ids are 127 and 126 because otherwise it'll crash when generating the biome. Can you help me more now? Here is my code:
mod_***
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_WTO extends BaseMod
{
public static final BiomeGenBase IronwoodForest = (new BiomeGenIronwoodForest(40)).setBiomeName("IronwoodForest");
public static final Block DarkGrass = new BlockDarkGrass(127, 0).setBlockName("darkgrass").setHardness(2F).setResistance(10F);
public static final Block DarkDirt = new BlockDarkDirt(126, 0).setBlockName("darkdirt").setHardness(2F).setResistance(10F);
public static int DarkGrassBottom = ModLoader.addOverride("/terrain.png", "/WorseThanOcelots/DarkGrassBottom.png");
public static int DarkGrassTop = ModLoader.addOverride("/terrain.png", "/WorseThanOcelots/DarkGrassTop.png");
public static int DarkGrassSides = ModLoader.addOverride("/terrain.png", "/WorseThanOcelots/DarkGrassSides.png");
public void load()
{
ModLoader.addBiome(IronwoodForest); //overworld generation
DarkGrass.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/WorseThanOcelots/DarkGrass.png");
ModLoader.registerBlock(DarkGrass);
ModLoader.addName(DarkGrass, "Dark Grass");
DarkDirt.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/WorseThanOcelots/DarkDirt.png");
ModLoader.registerBlock(DarkDirt);
ModLoader.addName(DarkDirt, "Dark Dirt");
}
public String getVersion()
{
return "Worse Than Ocelots";
}
}
Maybe, but modload is kinda restrained compaired to Forge. I've seen forge add helmets that basically make another head on top of yours. It was a spartan type helm with the feather. I've yet to see a modloader mod like that.
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I fought through the Nether and all I got was this stupid signature.
Hey great tuts man! They really help ae! Is there any possibility of doing a gui tutorial? just a simple one with its own key bind ect? Would be a great help thanks!
Ok ill ask , how to make custom armors (not looking like diamond armor just with different color ) . I want some shoulders and square spikes on legs and so on , thats why i am asking how to make something like that ?
ForgeLoader. XD That's all I know for armor textures that break "bounds"
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I fought through the Nether and all I got was this stupid signature.
I updated my modloader mod to 1.4.6, but have a problem. The game crashes when i drop something to the world, I know it has something with the 3d items stuff. Anyone knows the code to make an item 3d?
I updated my modloader mod to 1.4.6, but have a problem. The game crashes when i drop something to the world, I know it has something with the 3d items stuff. Anyone knows the code to make an item 3d?
I've just added 3 new Gems to my Mod, Amathyst, Sapphire and Ruby.
I want them to drop XP orbs when mined. So I've added this to the Block-file
public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5)
{
if (!par1World.isRemote)
{
EntityXPOrb entityxporb = new EntityXPOrb(par1World);
entityxporb.setLocationAndAngles((double)par2 + 0.5D, (double)par3, (double)par4 + 0.5D, 0.0F, 0.0F);
par1World.spawnEntityInWorld(entityxporb);
}
super.onBlockDestroyedByPlayer(par1World, par2, par3, par4, par5);
}
Now this just makes the block drop 1 XP orb when mined... However, I'd like it to drop 1-3 like Emerald... Any idea what I need to change here?!
Its possible to simple doublicate the code, to make it drop more XP, but I want it like Emerald, which returns a random amount (seems to be between 1 and 3).
Also the XP orbs do spawn... But they don't give any actual XP - LOL?!
Hm... Well the low par would be 1 for the xp and max would be 3. I don't know the code for dropping exp. Check the new smelting tutorial, it shows you how to add exp smelting stuff. That might help.
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I fought through the Nether and all I got was this stupid signature.
Can you make a alternate download link for the PDF that doesn't lead to mediafire? I can't get there.
Thanks
What? Speaking of an update, JBond98, how do you update your mod?
I don't think there's much of a change unless modloader changes a lot. I think it would just be making sure none of the coding clashes with the original coding.
Have you recompiled it? You need to recompile it first...
if there is no errors then i recompile and test for any bugs but if there is an error then fix it then recompile.
Sorry buddy, but this is for Forge Loader
it can be any version of mc but you still do the same thing
Ok. SOrry, dunno.
For me, I use jdk7 specifically. I don't think it works with any type of other stuff.
I've been doing some searching and found this...
ID 126: Wooden Slab
ID 127: Cocoa Pod
You're block ID's are clashing and it can't decide which one to choose. I hope this fixed it.
Maybe, but modload is kinda restrained compaired to Forge. I've seen forge add helmets that basically make another head on top of yours. It was a spartan type helm with the feather. I've yet to see a modloader mod like that.
ForgeLoader. XD That's all I know for armor textures that break "bounds"
Planet Minecraft: GLStudios
We can't help without your codes and the error script.
Nope. Not yet.
Hm... Well the low par would be 1 for the xp and max would be 3. I don't know the code for dropping exp. Check the new smelting tutorial, it shows you how to add exp smelting stuff. That might help.
i get an error on generateNether and the rand, Random , int i, and int j)
can i get some help