Hi TechGuy, I wonder why my new Ore can't be finded in the vanilla's Creative menu :\ it's wierd because I can find Itens but don't this Ore. I can find the Ore naturally, but don't in the creative menu.
Something weird happend when i set up my PATH variable. I copypasted the text in getting started without deleting the text that was already in PATH. SO i tried the MCP decompiler and it says it cant find the path specified. .
Heres whats in PATH: C:\Program Files\Java\jdk1.6.0_24\bin;C:\Program Files\Java\jre6\bin
Is it because i already have a PATH java thing in it? Or is it that there is supposed to be something different in path aside from JDK 1.6 or whatever. Thanks, -Krag
Have you installed the correct version of the JDK which you are then referencing to in the path? Just check out your program files for the version you have installed then reference to that in the PATH.
Hi TechGuy, I wonder why my new Ore can't be finded in the vanilla's Creative menu :\ it's wierd because I can find Itens but don't this Ore. I can find the Ore naturally, but don't in the creative menu.
Here. I'm going to add it into the OP soon, but for now just look at that.
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
Ah. I'm currently making a dimension and I want my biome to only generate in that. D:
TheInstitutions has a dimension tutorial. It is about 20 episodes long so far, I believe. He shows in one of them how to use biomes, maybe have a look at that?
Rollback Post to RevisionRollBack
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
package net.minecraft.src;
import java.util.Random;
public class BlockCrystal extends Block
{
public BlockCrystal(int i, int j)
{
super(i, j, Material.glass);
}
public int idDropped(int i, Random random)
{
return mod_project.Shard.shiftedIndex;
}
public int quantityDropped(Random random)
{
return 3 + random.nextInt(3);
}
}
Here is an error - as drop is block, not item. And must be item.
Hey Tech Guy, I just wanted to suggest some improvements for the entity tutorial. First of all, could you please explain on how to add in the textures, I tried but I got the white square with G1 on top. I even tried putting it in the mobs folder. I did check the names of the image and what I wrote, they were the same. Also, how do you make the mob drop experience orbs? Please help/update.
Oh, and include the customs textures for custom mobs please.
Use onrightclick method. My code is somewhat buggy or something's wrong because it spawns on the same place as you but it works. Here it is.
Make your Item in your mod class and inyour Item*** class put this.
public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
EntityMan Man = new EntityMan (par2World);
Man.setPosition(par3EntityPlayer.posX, par3EntityPlayer.posY, par3EntityPlayer.posZ);
{
par2World.joinEntityInSurroundings(Man);
}
return par1ItemStack;
}
Where in EntityMan is the Entity you want to spawn and Man can be anything as long as all Man are the same.
Hey Techguy, I was wondering if it was possible to make a "ore" that only spawned in dirt blocks (so it would be the ore surrounded by dirt, instead of stone)
Hey Techguy, I was wondering if it was possible to make a "ore" that only spawned in dirt blocks (so it would be the ore surrounded by dirt, instead of stone)
Make a new WorldGenMinable, copy it's code, and look for the part where it says Block.stone.blockID and replace that to Block.dirt.blockID. Then in your ore generation, instead of WorldGenMinable, put the name of your new WorldGenMinable.
Thanks, I'll go with that but if anyone can do it without editing base files then please tell me how.
I still need help with this tho: "...Another question, I have a block, how do I make it spawn only in swamp biomes as the top layer of water(not all water in the biome but like 75%)?"
ModLoader.addRecipe(new ItemStack(newtorchBlock, 64), new Object[]{
"DDD","DdD","DDD",
"D",Block.dirt,
"d",Item.diamond,
});
}
}
TechGuy said he will only help with those using his code. Apparently, that code is not from the tutorial. ut, you mod_ class should be lowercase, not Mod_ but mod_ and if that still don't work, then follow the tutorial here instead.
Have you installed the correct version of the JDK which you are then referencing to in the path? Just check out your program files for the version you have installed then reference to that in the PATH.
Use the same code:
But put it in a onBlockDestroyedByPlayer method. You can find that method in Block.java.
The way ModLoader adds the biome, I don't think it is possible without editing some base classes, including the nether generator.
Here. I'm going to add it into the OP soon, but for now just look at that.
together they are powerful beyond imagination."
Thank you very much ^^
Ah. I'm currently making a dimension and I want my biome to only generate in that. D:
TheInstitutions has a dimension tutorial. It is about 20 episodes long so far, I believe. He shows in one of them how to use biomes, maybe have a look at that?
together they are powerful beyond imagination."
Oh, and include the customs textures for custom mobs please.
Edit: you can add this to the Entity file.
Use onrightclick method. My code is somewhat buggy or something's wrong because it spawns on the same place as you but it works. Here it is.
Make your Item in your mod class and inyour Item*** class put this.
Where in EntityMan is the Entity you want to spawn and Man can be anything as long as all Man are the same.
Make a new WorldGenMinable, copy it's code, and look for the part where it says Block.stone.blockID and replace that to Block.dirt.blockID. Then in your ore generation, instead of WorldGenMinable, put the name of your new WorldGenMinable.
Just take a look on ItemTNT.class and you'll know pretty quickly on what methods you can use to make an explosion and edit other things.
Edit: i mean BlockTNT not ItemTNT.
package net.minecraft.src;
public class Mod_moreblocks extends BaseMod{
public static final Block newtorchBlock = new BlocknewtorchBlock(179, Material.wood).setBlockName("newtorch Block");
@Override
public String getVersion() {
return "moreblocks v1.2.5";
}
@Override
public void load() {
ModLoader.registerBlock(newtorchBlock);
ModLoader.addName(newtorchBlock, "torch Block");
newtorchBlock.blockIndexInTexture = ModLoader.addOverride("/terrian.png","/waterore.png");
ModLoader.addRecipe(new ItemStack(newtorchBlock, 64), new Object[]{
"DDD","DdD","DDD",
"D",Block.dirt,
"d",Item.diamond,
});
}
}
Don't do that. Do this.
No. I myself use java 1.7 but you have to correctly setup the build paths to 1.7 not 1.6.
TechGuy said he will only help with those using his code. Apparently, that code is not from the tutorial. ut, you mod_ class should be lowercase, not Mod_ but mod_ and if that still don't work, then follow the tutorial here instead.