Press the "New Class" button. It is a green circle with a white 'c' on it. Then just type in the name of the class and the information below in the appropriate boxes.
What is line 228 of your mod_*** class? All I can tell you at the moment is that there is something wrong with one of your recipes. I can assist you further when you post that line. Please remember to use spoilers when posting long code.
I know you said you didn't want any more suggestions but could you please add a tutorial on how to make blocks interact with Redstone current (I.e. Lamps, dispensers etc.)
sorry if I sound dumb but I just started modding and was wondering if you needed to create a new "mod_" class every time you add something new. I.e. I want multiple blocks, would I need a "mod_desk", a "mod_table" and a "mod_chair" for three different items.
also was wondering if I just wanted to make 3 blocks that did the same thing but had different textures would I need separate "mod_" class's or just 3 different extensions of the one "mod_" class
sorry if I sound dumb but I just started modding and was wondering if you needed to create a new "mod_" class every time you add something new. I.e. I want multiple blocks, would I need a "mod_desk", a "mod_table" and a "mod_chair" for three different items.
also was wondering if I just wanted to make 3 blocks that did the same thing but had different textures would I need separate "mod_" class's or just 3 different extensions of the one "mod_" class
sorry if I sound dumb but I just started modding and was wondering if you needed to create a new "mod_" class every time you add something new. I.e. I want multiple blocks, would I need a "mod_desk", a "mod_table" and a "mod_chair" for three different items.
also was wondering if I just wanted to make 3 blocks that did the same thing but had different textures would I need separate "mod_" class's or just 3 different extensions of the one "mod_" class
thanks in advance.
While it may slow down the client slightly having multiple mod_ classes, it doesn't really matter. However, it makes it a lot easier to keep it all in one mod_ class.
Rollback Post to RevisionRollBack
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
TechGuy, How can I make my bipedal pigman (made with this tutorial) breedable. A guy suggested to change it to extend EntityAnimal I think and it works fine, but while they can mate, they won't produce a baby ever. (BTW extending it works well to add AI and such.)
Put this in your entity class, or just change the one you currently have to the same thing.
public EntityAnimal spawnBabyAnimal(EntityAnimal par1EntityAnimal)
{
return new EntityPigman(worldObj);
}
Rollback Post to RevisionRollBack
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
Put this in your entity class, or just change the one you currently have to the same thing.
public EntityAnimal spawnBabyAnimal(EntityAnimal par1EntityAnimal)
{
return new EntityPigman(worldObj);
}
It works wonders, only thing is that it makes a full-size entity instead of a baby and can't be distinguished from an adult. It still makes it well and makes them untameable until the 'baby' becomes an 'adult'Thanks anyways.
EDIT: do you think I could make an else statement on mob size for baby and adult?
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
Multiple markers at this line
- field_40331_g cannot be resolved to a
variable
- field_40332_n cannot be resolved to a
variable
Yes, you must call the new model class, in the addRenderer method in your mod_** class. You will probably have to make a new render class as well, to suit your new Model*** class. Add these in to your model class:
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
I get an error when i try to mine my ore. ! I did everything you did in Ore generation. and theres no errors. and i can recompile. and see the ore. But when i place it down or mine it . the game crash. heres the report
Mods loaded: 2
ModLoader 1.2.5
mod_Oreions 1.2.5
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 4a759ab5 --------
Generated 29.4.2012 10:40
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_26, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GT 240/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NullPointerException
at net.minecraft.src.PlayerControllerSP.onPlayerDamageBlock(PlayerControllerSP.java:133)
at net.minecraft.client.Minecraft.sendClickBlockToController(Minecraft.java:1338)
at net.minecraft.client.Minecraft.runTick(Minecraft.java:1844)
at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:870)
at net.minecraft.client.Minecraft.run(Minecraft.java:801)
at java.lang.Thread.run(Thread.java:662)
--- END ERROR REPORT 3d9b4021 ----------
EDIT:It was the Sound code. I added a sound footstep on it and that was what the problem were
java.lang.NullPointerException
at net.minecraft.src.ItemStack.getIconIndex(ItemStack.java:105)
at net.minecraft.src.RenderItem.renderItemIntoGUI(RenderItem.java:270)
at net.minecraft.src.GuiContainer.drawSlotInventory(GuiContainer.java:228)
at net.minecraft.src.GuiContainer.drawScreen(GuiContainer.java:74)
at net.minecraft.src.EntityRenderer.updateCameraAndRender(EntityRenderer.java:1008)
at net.minecraft.src.EntityRendererProxy.updateCameraAndRender(EntityRendererProxy.java:20)
at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:922)
at net.minecraft.client.Minecraft.run(Minecraft.java:801)
at java.lang.Thread.run(Unknown Source)
Well , maybe it's too easy , so nobody ever have written something about it ,but I haven't found something yet.
So , does anybody know how to load a self-created mod out of the "mods"-folder with Modloader?
Put all your mod files in a zip file, and then place the zip in your mods folder. You may have to use a third-party archive program, as the one's that come with the OS do not always work.
Thx bro it was an empty character.valueof ("X") in line 229
p.s. how did you know it was line 228?
thanks a ton
Thanks in advance!
Edit: Nevermind, ignore this question.
http://www.minecraftforum.net/topic/1160301-13203project-mine-not-an-ore-mod-need-coders/
also was wondering if I just wanted to make 3 blocks that did the same thing but had different textures would I need separate "mod_" class's or just 3 different extensions of the one "mod_" class
thanks in advance.
no, it will make the game slower.
By the looks of it, (somehow) there are two classes/files with the same name.
While it may slow down the client slightly having multiple mod_ classes, it doesn't really matter. However, it makes it a lot easier to keep it all in one mod_ class.
together they are powerful beyond imagination."
http://www.minecraftforum.net/topic/1191667-125-wip-more-stuff/page__fromsearch__1
together they are powerful beyond imagination."
public void generateSurface(World world, Random random, int chunkX, int chunkZ)
The Random is a error for some reason, can someone help me please.
It works wonders, only thing is that it makes a full-size entity instead of a baby and can't be distinguished from an adult. It still makes it well and makes them untameable until the 'baby' becomes an 'adult'Thanks anyways.
EDIT: do you think I could make an else statement on mob size for baby and adult?
You need to import Random.
Put it under your package declaration at the top.
Make a duplicate of ModelBiped, then use this as the render method.
together they are powerful beyond imagination."
EDIT:I also get an error on the line Multiple markers at this line
- field_40331_g cannot be resolved to a
variable
- field_40332_n cannot be resolved to a
variable
Yes, you must call the new model class, in the addRenderer method in your mod_** class. You will probably have to make a new render class as well, to suit your new Model*** class. Add these in to your model class:
together they are powerful beyond imagination."
EDIT:It was the Sound code. I added a sound footstep on it and that was what the problem were
Please post your code, and use spoilers.
Put all your mod files in a zip file, and then place the zip in your mods folder. You may have to use a third-party archive program, as the one's that come with the OS do not always work.
What is not working? Please post your error report, and ALL of your code.