Would there be any way to make ores only generate above a certain level, instead of below? I want to generate an ore only in mountains and hills, not underground.
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If anyone wants to port/remake this, feel free to do that! Or don't. It's up to you, really.
How would i go about transferring this mod to smp is it hardI have coded a battery as a fuel item how would i have the furnace return an empty battery cell that i coded like a bucket of lava how it returns the bucket
how can i create a lightning or ray (like the enderdragon healing beam) between two entities?
I have no knowledge of anything the dragon does in the code. You could try looking through it code for ages and see if you can find anything. I would suggest just asking in Mod Development though. Someone there is bound to know about it.
Ah, ok. I actually figured out the error. I have a question about the biome spawning though. Does the
biomeDecorator.treesPerChunk = 5;
code pertain to how many trees that can be spawned in minecraft? I'm trying to spawn my own trees into the biome but I believe that it wouldn't work this way. World generation doesn't seem to do the job either as it spawns a fairly small amount of trees. Does this have to do with the biome?
Changing biomeDecorator variables will only effect the biome of which's class you edit it in. That variables only effects vanilla trees.
How would I go about adding 3-4 bounding boxes for an entity, each one with different dimensions and coordinates relative to the entity?
I'm guessing your entity has different states? If yes, are they determined by booleans in the entity's class?
Nope. My entities more of an extra-large box that rotates. I'm planning new entities for each shape, but each shape still needs bounding boxes. I assumed the boxes rotated with the entity.
The main question is, again, how do I add multiple bounding boxes for a single entity?
I'm not really sure. I only know how to make something have one bounding box but change it depending on something else.
Would there be any way to make ores only generate above a certain level, instead of below? I want to generate an ore only in mountains and hills, not underground.
People have said there are ways to do it, I have never figured it out.
How would i go about transferring this mod to smp is it hard
I have coded a battery as a fuel item how would i have the furnace return an empty battery cell that i coded like a bucket of lava how it returns the bucket
Shouldn't be too hard. There are tutorials in this section which show how to convert to SMP. Flan's tutorials, for example.
You could try using
.setContainerItem(emptyBatteryNameHere)
in the public static final line of the full battery. If that doesn't work then you would have to edit a base class. Something which I don't support.
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
I'm a relatively new modder, and I'm trying to add a few biomes to my mod using ModLoader. setMinMaxHeight and setTemperatureRainfall are both private modifiers. I need to edit these, but I don't want to have to edit the WorldGenBase for compatibility issues.
I did everything else mentioned as well. Eclipse says I have an error at "public boolean onTickInGame(float f, Minecraft minecraft)" and "public boolean onTickInGUI(float f, Minecraft minecraft, GuiScreen guiscreen)." Eclipse underlines Minecraft and says "Minecraft cannot be resolved to a type." What's wrong?
So would I need to create a class to add new biomeDecorators for my custom trees to set in?
This is what I used when I added trees into generation. Just change the WorldGen*** and BiomeGen*** classes to suit yours.
public void generateSurface(World world, Random random, int i, int j)
{
BiomeGenBase biomegenbase = world.getWorldChunkManager().getBiomeGenAt(i, j);
ModUndeadWorldGenGraveTrees worldgengravetrees = new ModUndeadWorldGenGraveTrees();
if (biomegenbase instanceof ModUndeadBiomeGenGrave)
{
int k = i + random.nextInt(6) + 2;
int l = j + random.nextInt(8) + 3;
int i1 = world.getHeightValue(k, l);
worldgengravetrees.setScale(1.0D, 1.0D, 1.0D);
worldgengravetrees.generate(world, random, k, i1, l);
}
I did everything else mentioned as well. Eclipse says I have an error at "public boolean onTickInGame(float f, Minecraft minecraft)" and "public boolean onTickInGUI(float f, Minecraft minecraft, GuiScreen guiscreen)." Eclipse underlines Minecraft and says "Minecraft cannot be resolved to a type." What's wrong?
You need to import Minecraft. It should be the first on the list of quick fixes. If not just look at the tutorial again to see it.
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
Hey Techguy, I saw that are now open for tutorial requests, so I'd like to request one.
I've been wondering for a while how to make a custom block size. For example, a block with the same collision box or whatever as a vine. Cause I'm going to be making a mod where you throw something and it places a block, like a vine, to whatever it hits. I could use the vine code for the block but I'd also like it to be placed on the ground as well as walls.
A GUI = a Guide User Interface. So basically what you see when you open a furnace or crafting table. Not just them though, anything like enchanting, chests, dispensers, they all have a GUI to allow you to interact with them.
And the GUI has my vote. I can't wait for a tutorial on this!
Hey, idk how advanced you are in your modding but i am having a severe issue and i was wondering if you knew how to fix it.
I have a custom furnace, 2 slots for items, 1 slot for fuel, and 1 output slot. So in basics, 2 input furnace, 1 output.
I need a custom HashMap and a custom ArrayList to add my recipes too, because obviously the standard addSmelting() hook doesn't work.
Please, if you know how to fix this, tell me. I have been stuck on this for 3 months.
I will do ANYTHING to know how to do this.
Thanks :/
Hi Techguy, since you are accepting requests for your tutorials I would like to request one.
Could you possibly make a TUT on how to make a ranged weapon, for example a gun or a new bow? If you could then thanks VERY, VERY much. I'm going to be making a HUGE mod that includes new dimensions, biomes, blocks, items, mobs, etc. So, I will need to create new weapons to go along with that too.
ThanksAlso, diamonds for you and your amazing tutorials!
Im doing another mod test and im trying to add a new block (simple block)
But in my mod_ file im getting an error in eclipse about adding a .blockIndexInTexture idk how to fix this because eclipse isn't showing any solutions
My mod_ file
package net.minecraft.src;
public class mod_Blue extends BaseMod
{
public static final Blueblock = new Blueblock(160,0).setBlockName("Blueblock").setHardness(3F).setResistance(1F);
Im doing another mod test and im trying to add a new block (simple block)
But in my mod_ file im getting an error in eclipse about adding a .blockIndexInTexture idk how to fix this because eclipse isn't showing any solutions
My mod_ file
package net.minecraft.src;
public class mod_Blue extends BaseMod
{
public static final Blueblock = new Blueblock(160,0).setBlockName("Blueblock").setHardness(3F).setResistance(1F);
A GUI = a Guide User Interface. So basically what you see when you open a furnace or crafting table. Not just them though, anything like enchanting, chests, dispensers, they all have a GUI to allow you to interact with them.
And the GUI has my vote. I can't wait for a tutorial on this!
Graphical User Interface The GUI tutorial will be more of a tutorial just showing the different things you can do once you have the GUI class set up. Things like adding text, rendering pictures and buttons. I'm open to ideas for it.
Hi Techguy, since you are accepting requests for your tutorials I would like to request one.
Could you possibly make a TUT on how to make a ranged weapon, for example a gun or a new bow? If you could then thanks VERY, VERY much. I'm going to be making a HUGE mod that includes new dimensions, biomes, blocks, items, mobs, etc. So, I will need to create new weapons to go along with that too.
ThanksAlso, diamonds for you and your amazing tutorials!
Im doing another mod test and im trying to add a new block (simple block)
But in my mod_ file im getting an error in eclipse about adding a .blockIndexInTexture idk how to fix this because eclipse isn't showing any solutions
My mod_ file
package net.minecraft.src;
public class mod_Blue extends BaseMod
{
public static final Blueblock = new Blueblock(160,0).setBlockName("Blueblock").setHardness(3F).setResistance(1F);
public class Blueblock extends Block
{
public Blueblock(int i, int j)
{
super(i, j, Material.glass);
}
public int idDropped(int i, Random random, int j)
{
return mod_Block.Blueblock.blockID;
}
public int quantityDropped(Random random)
{
return 1;
}
}
Could you post what the error says please. Like StrangeOne said, try recompiling using the MCP bats instead of Eclipse. That has solved some of my problems in the past.
Hey, idk how advanced you are in your modding but i am having a severe issue and i was wondering if you knew how to fix it.
I have a custom furnace, 2 slots for items, 1 slot for fuel, and 1 output slot. So in basics, 2 input furnace, 1 output.
I need a custom HashMap and a custom ArrayList to add my recipes too, because obviously the standard addSmelting() hook doesn't work.
Please, if you know how to fix this, tell me. I have been stuck on this for 3 months.
I will do ANYTHING to know how to do this.
Thanks :/
crazydrumma is working on a tutorial for a dual-input furnace at the moment. It knows a heck of a lot more about modding than I do.
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
Graphical User Interface The GUI tutorial will be more of a tutorial just showing the different things you can do once you have the GUI class set up. Things like adding text, rendering pictures and buttons. I'm open to ideas for it.
Ideas 4 GUI:
1) Pics
2) Player View
3) Replacing/Modifiying the inventory
4) Replacing/Modifiying other things
5) Extra/less inventory/hotbar slots
6) Unlocking inventory/hotbar slots in-game
7) Adding/Removing/Modifying armor slots
8) Text
9) Player-made logs (That can be edited anytime unlike written books
9) Player-made logs (That can be edited anytime unlike written books
10) Input/output slots + multiple
p.s. Keep going ur doing gr8! B'D
Thanks! This is what I have sort of gathered from your list of what I should do.
1. Pictures
2. Player view - Like in the inventory when you can see the player?
3, 5, 6, 7. Not sure about what people would use these for.
4. Like what?
8. Text.
9. Text input fields that save on button press.
10. Like a furnace?
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
hey sorry i keep posting errors but i followed all the steps to make a custom npc and i made a spawn egg for it but it wont render in the world with the custom model, instead it renders with ModelBiped and that just looks wierd.
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If anyone wants to port/remake this, feel free to do that! Or don't. It's up to you, really.
I have no knowledge of anything the dragon does in the code. You could try looking through it code for ages and see if you can find anything. I would suggest just asking in Mod Development though. Someone there is bound to know about it.
Changing biomeDecorator variables will only effect the biome of which's class you edit it in. That variables only effects vanilla trees.
I'm not really sure. I only know how to make something have one bounding box but change it depending on something else.
People have said there are ways to do it, I have never figured it out.
Shouldn't be too hard. There are tutorials in this section which show how to convert to SMP. Flan's tutorials, for example.
You could try using in the public static final line of the full battery. If that doesn't work then you would have to edit a base class. Something which I don't support.
together they are powerful beyond imagination."
So would I need to create a class to add new biomeDecorators for my custom trees to set in?
public boolean onTickInGame(float f, Minecraft minecraft) { if(minecraft.currentScreen == null) { creativeInventory = null; } return true; } public boolean onTickInGUI(float f, Minecraft minecraft, GuiScreen guiscreen) { if((guiscreen instanceof GuiContainerCreative) && !(creativeInventory instanceof GuiContainerCreative) && !minecraft.theWorld.isRemote) { Container container = ((GuiContainer)guiscreen).inventorySlots; List list = ((ContainerCreative)container).itemList; int i = 0; list.add(new ItemStack(irontrapdoor, 1, i)); list.add(new ItemStack(ironladder, 1, i)); list.add(new ItemStack(irontorch, 1, i)); } creativeInventory = guiscreen; return true; }I did everything else mentioned as well. Eclipse says I have an error at "public boolean onTickInGame(float f, Minecraft minecraft)" and "public boolean onTickInGUI(float f, Minecraft minecraft, GuiScreen guiscreen)." Eclipse underlines Minecraft and says "Minecraft cannot be resolved to a type." What's wrong?
This is what I used when I added trees into generation. Just change the WorldGen*** and BiomeGen*** classes to suit yours.
public void generateSurface(World world, Random random, int i, int j) { BiomeGenBase biomegenbase = world.getWorldChunkManager().getBiomeGenAt(i, j); ModUndeadWorldGenGraveTrees worldgengravetrees = new ModUndeadWorldGenGraveTrees(); if (biomegenbase instanceof ModUndeadBiomeGenGrave) { int k = i + random.nextInt(6) + 2; int l = j + random.nextInt(8) + 3; int i1 = world.getHeightValue(k, l); worldgengravetrees.setScale(1.0D, 1.0D, 1.0D); worldgengravetrees.generate(world, random, k, i1, l); }You need to import Minecraft. It should be the first on the list of quick fixes. If not just look at the tutorial again to see it.
together they are powerful beyond imagination."
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Curse PremiumI've been wondering for a while how to make a custom block size. For example, a block with the same collision box or whatever as a vine. Cause I'm going to be making a mod where you throw something and it places a block, like a vine, to whatever it hits. I could use the vine code for the block but I'd also like it to be placed on the ground as well as walls.
Thanks
Heres the code
public static final Item battery = new battery(5001).setItemName("battery").setContainerItem(emptybattery);Techguy where did you learn to code in java-
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Curse PremiumAnd the GUI has my vote. I can't wait for a tutorial on this!
I have a custom furnace, 2 slots for items, 1 slot for fuel, and 1 output slot. So in basics, 2 input furnace, 1 output.
I need a custom HashMap and a custom ArrayList to add my recipes too, because obviously the standard addSmelting() hook doesn't work.
Please, if you know how to fix this, tell me. I have been stuck on this for 3 months.
I will do ANYTHING to know how to do this.
Thanks :/
Could you possibly make a TUT on how to make a ranged weapon, for example a gun or a new bow? If you could then thanks VERY, VERY much. I'm going to be making a HUGE mod that includes new dimensions, biomes, blocks, items, mobs, etc. So, I will need to create new weapons to go along with that too.
Thanks
But in my mod_ file im getting an error in eclipse about adding a .blockIndexInTexture idk how to fix this because eclipse isn't showing any solutions
My mod_ file
package net.minecraft.src;
public class mod_Blue extends BaseMod
{
public static final Blueblock = new Blueblock(160,0).setBlockName("Blueblock").setHardness(3F).setResistance(1F);
public void load()
{
Blueblock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/eclipse/BlueBlock.png");
ModLoader.registerBlock(Blueblock);
ModLoader.addName(Blueblock, "Blueblock");
ModLoader.addRecipe(new ItemStack(Blueblock, 1), new Object [] {"#", Character.valueOf('#'), Block.stone});
}
public String getVersion()
{
return "1.2.5";
}
}
My Block file
package net.minecraft.src;
import java.util.Random;
public class Blueblock extends Block
{
public Blueblock(int i, int j)
{
super(i, j, Material.glass);
}
public int idDropped(int i, Random random, int j)
{
return mod_Block.Blueblock.blockID;
}
public int quantityDropped(Random random)
{
return 1;
}
}
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Curse PremiumGraphical User Interface
Thanks
Not quite sure what you mean, could you elaborate?
Could you post what the error says please. Like StrangeOne said, try recompiling using the MCP bats instead of Eclipse. That has solved some of my problems in the past.
crazydrumma is working on a tutorial for a dual-input furnace at the moment. It knows a heck of a lot more about modding than I do.
together they are powerful beyond imagination."
Ideas 4 GUI:
1) Pics
2) Player View
3) Replacing/Modifiying the inventory
4) Replacing/Modifiying other things
5) Extra/less inventory/hotbar slots
6) Unlocking inventory/hotbar slots in-game
7) Adding/Removing/Modifying armor slots
8) Text
9) Player-made logs (That can be edited anytime unlike written books
10) Input/output slots + multiple
p.s. Keep going ur doing gr8! B'D
Kill two stones with one bird whenever possible
Thanks!
1. Pictures
2. Player view - Like in the inventory when you can see the player?
3, 5, 6, 7. Not sure about what people would use these for.
4. Like what?
8. Text.
9. Text input fields that save on button press.
10. Like a furnace?
together they are powerful beyond imagination."