Mediafire links are up (only for the most current versions). Would also like to let you all know the mod has been downloaded over 1600 times!!! Thankyou all!
Utility mods are mods that modify existing pieces in the game, like a mod that allows you to shoot TNT from a dispenser, or a mod that makes Gold Blocks emit light.
Obviously those are both bad ideas, but they are just examples.
I'd love to see a Redstone Block, made out of 9 Redstone Dusts, that emits a redstone signal and glows like Glowstone.
Love your little mod, really is a good addition to MC.
I want to use your mod, but also like the RuneCraftory mods which use Minecraft Forge.
Unfortunately, MC Forge and your mod use us.class. Could you make a Forge compatible version / patch please?
Really dont want to lose either of your mods, but atm I cant use both together which is sad.
You give me more ores and armor, RuneCraftory (and the others) give me more food etc, and I want both :smile.gif:
Please let me know.
Thanks,
TG
Sure thing, I have been looking into creating a MinecraftForge compatible version, but I am still trying to work out how to do it :tongue.gif: But, I will renew my efforts now :smile.gif:
Sure thing, I have been looking into creating a MinecraftForge compatible version, but I am still trying to work out how to do it :tongue.gif: But, I will renew my efforts now :smile.gif:
Cheers
Im so glad youre a helpful modder, some people dont even answer!
God speed with your work Alex, and thank you :smile.gif:
TG
Rollback Post to RevisionRollBack
War doesn't decide who is right, just who is left...
Downloaded :smile.gif:
But could i ask you something? WHy did you edit
ca.class
MLProp.class
tg.class
us.class
WorldGenMinableAlt.class ?
I guess it's normal, but why exactly?
EDIT: Sorry :'( i gave you + number 13!
ca.class is the EnumArmorMaterial.java, which I need to edit in order to add my own armor stats.
tg.class is the EnumToolMaterial.java, which I need to edit in order to add my own weapon and tool stats.
us.class is the RenderPlayer class, which I need to edit in order for custom armor textures (what it looks like when you are wearing it) to work.
WorldGenMinableAlt.class is my own variation of the WorldGenMinable.java, and is pretty much identical except I changed one word in it, allowing my Onyx Ore to generate in netherrack rather than stone, which is the default for generating minable blocks.
MLProp.class got edited because the default MLProp.class that is downloaded with ModLoader is not actually correct, so Risugami has an alternate link for downloading the correct MLProp, which would throw errors if you tried to decompile with that one already installed. I'm not sure if I actually need to include MLProp, but it shouldn't make any difference, as any mods that use MLProp will have an IDENTICAL one to mine, so it can be overwritten, etc :smile.gif:
Thanks, But can't you create your own enumtoolmaterial, Item tool and ItemPickaxe,axe,spade,hoe,sword?
I've done that and it work perfectly fine! Yea, it takes a while, but you only have to create all the files once! I'll PM u a noobie tut i made in 5 mins xD, a good modder like u could make his mod EVEN better :biggrin.gif:
But you don;t have to, because i'm not sure it's SMP compatible... :\
EDIT: Not sure why i wrote her, think i'm getting tired... (8:16 AM here...)
Sure, I will have a look at it :smile.gif: I'm trying to add MinecraftForge compatibility too, anyway :tongue.gif:
I am using adcraft, except there has been a lot of problems with adcraft. For example, I had about $4 right, and then when I checked it next I had gotten over 800 more clicks, and my money went down to $3. I will quote from what it is now: You have earned roughly $3.17 from 1583 clicks! Also, looking on the official adcraft thread on these forums, adcraft has failed to pay their users for the last few months. It seems I will have to switch back to adfly without even getting paid once, despite everything they promised. I should have known it was too good to be true. It looks like adcraft will be going out of business soon.
I updated it to Version 1.3, so check back to the main thread to download the latest version =) you can check the changelog for information on what the update contains. To 'thegofa', SimpleOres no longer uses us.class, so I think you will find that it should be compatible with your mods now :smile.gif:
To go into more detail about the class changes:
SimpleOres no longer uses RenderPlayer.java, which is us.class. I hadn't realised there was actually a ModLoader hook for what I was using RenderPlayer for, but there was, so I don't need that class anymore :biggrin.gif:
EnumToolMaterial, which was tg.class, is no longer used either, as I finally got around to creating all the extra classes needed to circumvent it. That is why you will probably notice the 6 new classes when you install the mod, they are all required to remove the dependency on ONE class, EnumToolMaterial :tongue.gif: the downside of this, though, is that blocks such as mythril ore can only be mined with picks with a harvest level of 2 or higher (iron or higher) from the pickaxes that MY MOD ADD. This means that a copper pickaxe cannot harvest mythril ore, but a wooden or stone pickaxe can. The vanilla pickaxes can mine any of my blocks, while there are limitations on my own pickaxes. I can't change this without editing more base classes. My apologies.
EnumArmorMaterial, which is ca.class, is still being used my SimpleOres, as there is no way to add custom armor without editing base files, unless I use another API (I'm not sure whether or not MinecraftForge allows it.) Unfortunately, this means any other mods using ca.class will cause conflicts.
I hope you guys like this update, I worked hard to get it to you all, especially with trying to remove the dependencies on base files, even though I wasnt entirely successful.
Enjoy =)
EDIT: On a side note, I am currently working (and by that I mean every now and then :tongue.gif:) on making textures for this mod in the style of the Faithful 32x Texture Pack. I don't know whether or not I am allowed to do this, but if I upload it I won't include the actual texture pack, only the files you need to add to it to support my mod. If anyone knows whether or not I need the permission of Vattic, please let me know and I will do so straight away.
Here is a small image of what I have done so far (I only worked on it for like half an hour today :tongue.gif:)
Really great and simple mod, although I swear I can't find any Adamantium ore, I found everything else, also does it usually form in a pair? Because I've been finding diamonds more frequently than before and now usually in a pair, although they drop diamonds as usual so it could just be me.
Here's a few suggestions:
-Fences (All)
-Doors (All)
-Buckets (Copper)
When will the downlights mod be done? Well hopefully by tonight :smile.gif: it is pretty much done now, its just being a bit silly with the texture when you hold it. Trying to fix that now though :smile.gif:
Once it is done, I will release it in its own thread, but I will link this thread to it so you guys can check it out. Also, I plan on using that mod as my "throw all the random mod ideas you have" kind of mod. Meaning it will probably get the metal tipped arrows suggested for this mod, maybe the copper wiring, and any other ideas I get. I plan on delving into both GUI and world generation (not just ore generation).
Really great and simple mod, although I swear I can't find any Adamantium ore, I found everything else, also does it usually form in a pair? Because I've been finding diamonds more frequently than before and now usually in a pair, although they drop diamonds as usual so it could just be me.
Here's a few suggestions:
-Fences (All)
-Doors (All)
-Buckets (Copper)
As of v1.3 (or was it v1.2.2? I cant remember :tongue.gif:) only 5 blocks of adamantium ore spawn per chunk. It used to be 8. However, I increased the maximum vein size from 3 to 6, meaning in most cases most or all the adamantium ore in a chunk will be in a single vein.
For reference, unless it changed in 1.1, an average of 3.1 diamond ore spawns per chunk, making adamantium less rare, while onyx spawns only 3 blocks per chunk in the nether, the same rarity as diamonds.
As for fences and doors: no, sorry. I will not add any more items. This mod is pretty much final now, the only updates that will come will be to make it compatible with newer versions of minecraft, slight generation and armor/tool stat tweaks, and making it compatible with other mods (MinecraftForge is the first one, I am working on it now, however MinecraftForge hates my computer, I cant even install it to MCP properly -.-).
As for copper buckets, there already are copper buckets in v1.3 :smile.gif: just don't try collecting lava with them :wink.gif:
I updated it to Version 1.3, so check back to the main thread to download the latest version =) you can check the changelog for information on what the update contains. To 'thegofa', SimpleOres no longer uses us.class, so I think you will find that it should be compatible with your mods now :smile.gif:
To go into more detail about the class changes:
SimpleOres no longer uses RenderPlayer.java, which is us.class. I hadn't realised there was actually a ModLoader hook for what I was using RenderPlayer for, but there was, so I don't need that class anymore :biggrin.gif:
EnumToolMaterial, which was tg.class, is no longer used either, as I finally got around to creating all the extra classes needed to circumvent it. That is why you will probably notice the 6 new classes when you install the mod, they are all required to remove the dependency on ONE class, EnumToolMaterial :tongue.gif: the downside of this, though, is that blocks such as mythril ore can only be mined with picks with a harvest level of 2 or higher (iron or higher) from the pickaxes that MY MOD ADD. This means that a copper pickaxe cannot harvest mythril ore, but a wooden or stone pickaxe can. The vanilla pickaxes can mine any of my blocks, while there are limitations on my own pickaxes. I can't change this without editing more base classes. My apologies.
EnumArmorMaterial, which is ca.class, is still being used my SimpleOres, as there is no way to add custom armor without editing base files, unless I use another API (I'm not sure whether or not MinecraftForge allows it.) Unfortunately, this means any other mods using ca.class will cause conflicts.
I hope you guys like this update, I worked hard to get it to you all, especially with trying to remove the dependencies on base files, even though I wasnt entirely successful.
Enjoy =)
EDIT: On a side note, I am currently working (and by that I mean every now and then :tongue.gif:) on making textures for this mod in the style of the Faithful 32x Texture Pack. I don't know whether or not I am allowed to do this, but if I upload it I won't include the actual texture pack, only the files you need to add to it to support my mod. If anyone knows whether or not I need the permission of Vattic, please let me know and I will do so straight away.
Here is a small image of what I have done so far (I only worked on it for like half an hour today :tongue.gif:)
Let me know what you think :smile.gif:
Does this mean I can mine onyx with a stone pick axe?
Obviously those are both bad ideas, but they are just examples.
I'd love to see a Redstone Block, made out of 9 Redstone Dusts, that emits a redstone signal and glows like Glowstone.
Love your little mod, really is a good addition to MC.
I want to use your mod, but also like the RuneCraftory mods which use Minecraft Forge.
Unfortunately, MC Forge and your mod use us.class. Could you make a Forge compatible version / patch please?
Really dont want to lose either of your mods, but atm I cant use both together which is sad.
You give me more ores and armor, RuneCraftory (and the others) give me more food etc, and I want both :smile.gif:
Please let me know.
Thanks,
TG
War doesn't decide who is right, just who is left...
Sure thing, I have been looking into creating a MinecraftForge compatible version, but I am still trying to work out how to do it :tongue.gif: But, I will renew my efforts now :smile.gif:
Cheers
Im so glad youre a helpful modder, some people dont even answer!
God speed with your work Alex, and thank you :smile.gif:
TG
War doesn't decide who is right, just who is left...
No point offering something to the community if you're going to be a **** about it, I reckon :tongue.gif:
ca.class is the EnumArmorMaterial.java, which I need to edit in order to add my own armor stats.
tg.class is the EnumToolMaterial.java, which I need to edit in order to add my own weapon and tool stats.
us.class is the RenderPlayer class, which I need to edit in order for custom armor textures (what it looks like when you are wearing it) to work.
WorldGenMinableAlt.class is my own variation of the WorldGenMinable.java, and is pretty much identical except I changed one word in it, allowing my Onyx Ore to generate in netherrack rather than stone, which is the default for generating minable blocks.
MLProp.class got edited because the default MLProp.class that is downloaded with ModLoader is not actually correct, so Risugami has an alternate link for downloading the correct MLProp, which would throw errors if you tried to decompile with that one already installed. I'm not sure if I actually need to include MLProp, but it shouldn't make any difference, as any mods that use MLProp will have an IDENTICAL one to mine, so it can be overwritten, etc :smile.gif:
There you go :smile.gif:
Sure, I will have a look at it :smile.gif: I'm trying to add MinecraftForge compatibility too, anyway :tongue.gif:
Thanks for the help :smile.gif:
Now, there's a bigger survival feel in Minecraft :biggrin.gif:
+1 Rep
Oh did I mention it has been downloaded over 1800 times? :biggrin.gif: :biggrin.gif:
To go into more detail about the class changes:
SimpleOres no longer uses RenderPlayer.java, which is us.class. I hadn't realised there was actually a ModLoader hook for what I was using RenderPlayer for, but there was, so I don't need that class anymore :biggrin.gif:
EnumToolMaterial, which was tg.class, is no longer used either, as I finally got around to creating all the extra classes needed to circumvent it. That is why you will probably notice the 6 new classes when you install the mod, they are all required to remove the dependency on ONE class, EnumToolMaterial :tongue.gif: the downside of this, though, is that blocks such as mythril ore can only be mined with picks with a harvest level of 2 or higher (iron or higher) from the pickaxes that MY MOD ADD. This means that a copper pickaxe cannot harvest mythril ore, but a wooden or stone pickaxe can. The vanilla pickaxes can mine any of my blocks, while there are limitations on my own pickaxes. I can't change this without editing more base classes. My apologies.
EnumArmorMaterial, which is ca.class, is still being used my SimpleOres, as there is no way to add custom armor without editing base files, unless I use another API (I'm not sure whether or not MinecraftForge allows it.) Unfortunately, this means any other mods using ca.class will cause conflicts.
I hope you guys like this update, I worked hard to get it to you all, especially with trying to remove the dependencies on base files, even though I wasnt entirely successful.
Enjoy =)
EDIT: On a side note, I am currently working (and by that I mean every now and then :tongue.gif:) on making textures for this mod in the style of the Faithful 32x Texture Pack. I don't know whether or not I am allowed to do this, but if I upload it I won't include the actual texture pack, only the files you need to add to it to support my mod. If anyone knows whether or not I need the permission of Vattic, please let me know and I will do so straight away.
Here is a small image of what I have done so far (I only worked on it for like half an hour today :tongue.gif:)
Let me know what you think :smile.gif:
Let me know what you think :smile.gif:
When will it be done?
Oh, also, I like Firespar's Redstone Block idea.
Here's a few suggestions:
-Fences (All)
-Doors (All)
-Buckets (Copper)
When will the downlights mod be done? Well hopefully by tonight :smile.gif: it is pretty much done now, its just being a bit silly with the texture when you hold it. Trying to fix that now though :smile.gif:
Once it is done, I will release it in its own thread, but I will link this thread to it so you guys can check it out. Also, I plan on using that mod as my "throw all the random mod ideas you have" kind of mod. Meaning it will probably get the metal tipped arrows suggested for this mod, maybe the copper wiring, and any other ideas I get. I plan on delving into both GUI and world generation (not just ore generation).
Obviously, it will get a rename :tongue.gif:
As of v1.3 (or was it v1.2.2? I cant remember :tongue.gif:) only 5 blocks of adamantium ore spawn per chunk. It used to be 8. However, I increased the maximum vein size from 3 to 6, meaning in most cases most or all the adamantium ore in a chunk will be in a single vein.
For reference, unless it changed in 1.1, an average of 3.1 diamond ore spawns per chunk, making adamantium less rare, while onyx spawns only 3 blocks per chunk in the nether, the same rarity as diamonds.
As for fences and doors: no, sorry. I will not add any more items. This mod is pretty much final now, the only updates that will come will be to make it compatible with newer versions of minecraft, slight generation and armor/tool stat tweaks, and making it compatible with other mods (MinecraftForge is the first one, I am working on it now, however MinecraftForge hates my computer, I cant even install it to MCP properly -.-).
As for copper buckets, there already are copper buckets in v1.3 :smile.gif: just don't try collecting lava with them :wink.gif:
Does this mean I can mine onyx with a stone pick axe?