Just like this, you don't need a new mod_ class for everything you create, you just add it all to one. You can change the name of the class if you want, I just used mod_Death from one of yours.
package net.minecraft.src;
import java.util.Map;
public class mod_Death extends BaseMod
{
public static final Item Darkmatter = new ItemDarkmatter(5000).setItemName("Darkmatter");
public void load()
{
ModLoader.RegisterEntityID(EntityDeath.class, "Deathman", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityDeath.class, 3, 1, 4, EnumCreatureType.creature);
Darkmatter.iconIndex = ModLoader.addOverride("/gui/items.png", "/Skins/Darkmatter.png");
ModLoader.AddName(Darkmatter, "Darkmatter");
}
public void AddRenderer(Map map)
{
map.put(EntityDeath.class, new RenderBiped(new ModelBiped(), 0.5F));
}
public String getVersion()
{
return "1.1";
}
}
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
Thank you soo much :smile.gif:So would I do the same if lets say eg I was making a redstonepickaxe and I was using a custom Item I made eg redstoneingot?
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How about you click that little + if I helped you, or you just <3 me :P.
== ERRORS FOUND ==
warning: [options] bootstrap class path not set in conjunction with -source 1.6
src\minecraft\net\minecraft\src\EntityDeath.java:37: error: cannot find symbol
return Item.Darkmatter.shiftedIndex;
^
symbol: variable Darkmatter
location: class Item
1 error
1 warning
==================
If so, you just change the drop in the entity file to this.
protected int getDropItemId()
{
return mod_Death.Darkmatter.shiftedIndex;
}
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
Right, so I did your stairs tutorial, it worked fine except it seems that the 'hitbox' is off, as in when I try to harvest it only 1/3 of the block can be hit, as in I can harvest a different block through the other 2/3, so I thought that I would alert you to this. I can walk over the stairs just fine so they work as stairs.
-Thank You-
Thanks for that. I'll look into it. They should really be the same as vanilla stairs because it has some of their code in it, but I'll check it out.
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
I apologize if I'm just missing something, but how do I export the mods so that they work with Minecraft?
I'm trying to give Alpha versions of my mod to my friends, but I need to know how to get them to work.
I apologize if I'm just missing something, but how do I export the mods so that they work with Minecraft?
I'm trying to give Alpha versions of my mod to my friends, but I need to know how to get them to work.
there should be a reobfuscate.bat in your MCP, just run that and then look in the folder 'reobf' and those should be the classes that you need.
Also @ techguy: I also have a bug in my oatmeal that makes it so if I eat one from a stack it will replace the whole stack with one bowl therefor destroying all of the oatmeal in that stack. I could just make the max stack size 1 so that it wouldn't happen, but I would rather not. So if you know what to do please tell me.
-Thank You-
I also have a bug in my oatmeal that makes it so if I eat one from a stack it will replace the whole stack with one bowl therefor destroying all of the oatmeal in that stack. I could just make the max stack size 1 so that it wouldn't happen, but I would rather not. So if you know what to do please tell me.
-Thank You-
That's just how the game works unfortunately. That's why soup isn't stackable.
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
Nice tutorials, I was wondering if you could post one about making a new bow cause I want to
make something like it but with different sound effects and textures. Oh yeah and a new arrow
for the same reason. Also please put in your response where the sound file goes for the custom NPC and does it have to be a certain format. thanks :smile.gif:
Using rebofuscate.bat doesn't seem to work. The program runs fine, and generates the reobf folder, but the reobf/minecraft folder is empty. Not sure if using Eclipse makes a difference. I made sure the class files were saved. Could someone help?
Using rebofuscate.bat doesn't seem to work. The program runs fine, and generates the reobf folder, but the reobf/minecraft folder is empty. Not sure if using Eclipse makes a difference. I made sure the class files were saved. Could someone help?
After you've made your mod you have to run "recompile.bat" then run "rebofuscate.bat" hope this helped :smile.gif:
== ERRORS FOUND ==
warning: [options] bootstrap class path not set in conjunction with -source 1.6
src\minecraft\net\minecraft\src\EntityDeath.java:37: error: cannot find symbol
return Item.Darkmatter.shiftedIndex;
^
symbol: variable Darkmatter
location: class Item
1 error
1 warning
==================
If so, you just change the drop in the entity file to this.
protected int getDropItemId()
{
return mod_Death.Darkmatter.shiftedIndex;
}
No I changed it to mod_Death.Darkmatter.shiftedIndex; before and I still got the error.
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How about you click that little + if I helped you, or you just <3 me :P.
Nice tutorials, I was wondering if you could post one about making a new bow cause I want to
make something like it but with different sound effects and textures. Oh yeah and a new arrow
for the same reason. Also please put in your response where the sound file goes for the custom NPC and does it have to be a certain format. thanks :smile.gif:
Use this one for now, I won't be putting one up for a while. Bow and Arrow Tutorial. For your own sounds on custom mobs, you need to use AudioMod. Otherwise you can only use sounds already in the game. Look in other mob's entity classes for their sounds.
Using rebofuscate.bat doesn't seem to work. The program runs fine, and generates the reobf folder, but the reobf/minecraft folder is empty. Not sure if using Eclipse makes a difference. I made sure the class files were saved. Could someone help?
Like flatfoot679 said, make sure you recompile first.
No I changed it to mod_Death.Darkmatter.shiftedIndex; before and I still got the error.
Post the current full error, and your code please.
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
First you are defining the class to look in, then to look for an something called ***, and that it is an item.
mod_Death is the class, then a decimal to say to look for something in that class that is an item(the .shiftedIndex at the end) and its name is Darkmatter. Do you understand how to use it now?
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
First you are defining the class to look in, then to look for an something called ***, and that it is an item.
mod_Death is the class, then a decimal to say to look for something in that class that is an item(the .shiftedIndex at the end) and its name is Darkmatter. Do you understand how to use it now?
Ohhh Omg I have been a Durp sorry D:
But thank you soo much +1
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How about you click that little + if I helped you, or you just <3 me :P.
It has modloader underlined, Do I have to put modloader in minecraft.jar inside the jar/bin?
You need to have ModLoader in your jar before you decompile. If you did make sure you are using the correct capitals.
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
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package net.minecraft.src; import java.util.Map; public class mod_Death extends BaseMod { public static final Item Darkmatter = new ItemDarkmatter(5000).setItemName("Darkmatter"); public void load() { ModLoader.RegisterEntityID(EntityDeath.class, "Deathman", ModLoader.getUniqueEntityId()); ModLoader.AddSpawn(EntityDeath.class, 3, 1, 4, EnumCreatureType.creature); Darkmatter.iconIndex = ModLoader.addOverride("/gui/items.png", "/Skins/Darkmatter.png"); ModLoader.AddName(Darkmatter, "Darkmatter"); } public void AddRenderer(Map map) { map.put(EntityDeath.class, new RenderBiped(new ModelBiped(), 0.5F)); } public String getVersion() { return "1.1"; } }together they are powerful beyond imagination."
Thank you soo much :smile.gif:So would I do the same if lets say eg I was making a redstonepickaxe and I was using a custom Item I made eg redstoneingot?
== ERRORS FOUND == warning: [options] bootstrap class path not set in conjunction with -source 1.6 src\minecraft\net\minecraft\src\EntityDeath.java:37: error: cannot find symbol return Item.Darkmatter.shiftedIndex; ^ symbol: variable Darkmatter location: class Item 1 error 1 warning ==================If so, you just change the drop in the entity file to this.
protected int getDropItemId() { return mod_Death.Darkmatter.shiftedIndex; }together they are powerful beyond imagination."
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Curse Premium-Thank You-
together they are powerful beyond imagination."
I'm trying to give Alpha versions of my mod to my friends, but I need to know how to get them to work.
nullPointException
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Curse Premiumthere should be a reobfuscate.bat in your MCP, just run that and then look in the folder 'reobf' and those should be the classes that you need.
Also @ techguy: I also have a bug in my oatmeal that makes it so if I eat one from a stack it will replace the whole stack with one bowl therefor destroying all of the oatmeal in that stack. I could just make the max stack size 1 so that it wouldn't happen, but I would rather not. So if you know what to do please tell me.
-Thank You-
That's just how the game works unfortunately. That's why soup isn't stackable.
together they are powerful beyond imagination."
make something like it but with different sound effects and textures. Oh yeah and a new arrow
for the same reason. Also please put in your response where the sound file goes for the custom NPC and does it have to be a certain format. thanks :smile.gif:
nullPointException
After you've made your mod you have to run "recompile.bat" then run "rebofuscate.bat" hope this helped :smile.gif:
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Curse PremiumOh, ok, well then that is what I will be doing, thanks for clearing that up.
No I changed it to mod_Death.Darkmatter.shiftedIndex; before and I still got the error.
Use this one for now, I won't be putting one up for a while. Bow and Arrow Tutorial. For your own sounds on custom mobs, you need to use AudioMod. Otherwise you can only use sounds already in the game. Look in other mob's entity classes for their sounds.
Like flatfoot679 said, make sure you recompile first.
Post the current full error, and your code please.
together they are powerful beyond imagination."
EntityDeath:
package net.minecraft.src; import java.util.Random; public class EntityDeath extends EntityMob { public EntityDeath(World world) { super(world); texture = "/Skins/Death.png"; moveSpeed = 0.5F; attackStrength = 3; } public int getMaxHealth() { return 75; } protected String getLivingSound() { return "note.snare"; } protected String getHurtSound() { return "note.snare"; } protected String getDeathSound() { return "note.snare"; } protected int getDropItemId() { return mod_Darkmatter.shiftedIndex; } protected boolean canDespawn() { return false; } }mod_Death:
package net.minecraft.src; import java.util.Map; public class mod_Death extends BaseMod { public static final Item Darkmatter = new ItemDarkmatter(5000).setItemName("Darkmatter"); public void load() { ModLoader.RegisterEntityID(EntityDeath.class, "Deathman", ModLoader.getUniqueEntityId()); ModLoader.AddSpawn(EntityDeath.class, 3, 1, 4, EnumCreatureType.creature); Darkmatter.iconIndex = ModLoader.addOverride("/gui/items.png", "/Skins/Darkmatter.png"); ModLoader.AddName(Darkmatter, "DarkMatter"); } public void AddRenderer(Map map) { map.put(EntityDeath.class, new RenderBiped(new ModelBiped(), 0.5F)); } public String getVersion() { return "1.1"; } }ItemDarkmatter:
package net.minecraft.src; public class ItemDarkmatter extends Item { public ItemDarkmatter(int i) { super(i); maxStackSize = 64; } }The error:
== MCP 5.6 (data: 5.6, client: 1.1, server: 1.1) == > Recompiling client... '"C:\Program Files\Java\jdk1.7.0_01\bin\javac.exe" -g -source 1.6 -target 1.6 -c lasspath "lib;lib\*;jars\bin\minecraft.jar;jars\bin\jinput.jar;jars\bin\lwjgl.ja r;jars\bin\lwjgl_util.jar" -sourcepath src\minecraft -d bin\minecraft src\minecr aft\net\minecraft\client\*.java src\minecraft\net\minecraft\isom\*.java src\mine craft\net\minecraft\src\*.java conf\patches\ga.java conf\patches\Start.java' fai led : 1 == ERRORS FOUND == warning: [options] bootstrap class path not set in conjunction with -source 1.6 src\minecraft\net\minecraft\src\EntityDeath.java:37: error: cannot find symbol return mod_DarkMatter.shiftedIndex; ^ symbol: variable mod_DarkMatter location: class EntityDeath 1 error 1 warning ================== FATAL ERROR Traceback (most recent call last): File "runtime\recompile.py", line 31, in recompile commands.recompile(CLIENT) File "C:\Users\User\Desktop\Mcp 1.1\runtime\commands.py", line 736, in recompi le self.runcmd(forkcmd) File "C:\Users\User\Desktop\Mcp 1.1\runtime\commands.py", line 779, in runcmd raise CalledProcessError(returncode, forkcmd, output) CalledProcessError: Command '"C:\Program Files\Java\jdk1.7.0_01\bin\javac.exe" - g -source 1.6 -target 1.6 -classpath "lib;lib\*;jars\bin\minecraft.jar;jars\bin\ jinput.jar;jars\bin\lwjgl.jar;jars\bin\lwjgl_util.jar" -sourcepath src\minecraft -d bin\minecraft src\minecraft\net\minecraft\client\*.java src\minecraft\net\mi necraft\isom\*.java src\minecraft\net\minecraft\src\*.java conf\patches\ga.java conf\patches\Start.java' returned non-zero exit status 1 Press any key to continue . . .it should be
First you are defining the class to look in, then to look for an something called ***, and that it is an item.
mod_Death is the class, then a decimal to say to look for something in that class that is an item(the .shiftedIndex at the end) and its name is Darkmatter. Do you understand how to use it now?
together they are powerful beyond imagination."
Ohhh Omg I have been a Durp sorry D:
But thank you soo much +1
You need to have ModLoader in your jar before you decompile. If you did make sure you are using the correct capitals.
together they are powerful beyond imagination."