How, though, do you get your armor to not take damage? I don't want to recommend forge if forge handles something differently in a way that invalidates your armor, as I was trying to help someone using forge with this, and their armor was nonfunctional.
The takes damage thing or whatever the variable is that represents how much damage it can take is set to -1. Same with all of the tools. I think I need to convert to forge though for my CraftMoreBuildings mod, because I am already running out of block IDs and I have barely done anything yet.
Rollback Post to RevisionRollBack
Check out the best mods ever HERE!
CraftMoreTools and CraftMoreBuildings!
Unfortunately, there's nothing that magically converts to forge. You have to set up MCP with forge, then just write the code with forge. If you copy your main mod file, most things have an analogous method in forge, so it's pretty easy.
@Mod(modid = "this_is_a_unique_id", name = "Your Mod Name", version = "version")
@NetworkMod(serverSideRequired = false, clientSideRequired = true)
//extends nothing, needn't start with mod_
public class ModClass
{
@PreInit
public void anyname(FMLPreInitializationEvent event)
{
//Do pre-loading things here
//Also, allows you to have config files
}
@Init
public void alsoAnyName(FMLInitializationEvent event)
{
//Do load() and constructor things here
GameRegistry.addRecipe();
GameRegistry.registerBlock();
GameRegistry.addShapelessRecipe
LanguageRegistry.addName();
}
Unfortunately, there's nothing that magically converts to forge. You have to set up MCP with forge, then just write the code with forge. If you copy your main mod file, most things have an analogous method in forge, so it's pretty easy.
Haha thats what I meant, the methods that I would have to use to turn it into a forge mod.
Can we have the new release update, i dont see a link for it,
It should be at the bottom of the original post. I have split it into CraftMoreTools and CraftMoreBuildings, both are version 1.0. They are fully compatible with eachother so download one, the other or both.@integerArray ...I JUST got used to ModLoader methods xD I'm gonna need a bit of help to get it switched to Forge... I don't understand what you typed at all...
Rollback Post to RevisionRollBack
Check out the best mods ever HERE!
CraftMoreTools and CraftMoreBuildings!
Sorry, 1.2.3 is what my mod used to be. I re-released my mod completely as 2 mods, both using new titles. 1.0 for CraftMoreTools and CraftMoreBuildings are the NEWEST versions. Everything just titled CraftMore is an OLD and outdated release.
Rollback Post to RevisionRollBack
Check out the best mods ever HERE!
CraftMoreTools and CraftMoreBuildings!
@integerArray ...I JUST got used to ModLoader methods xD I'm gonna need a bit of help to get it switched to Forge... I don't understand what you typed at all...
That's what your mod_ file would 'turn into'.
The @Somethings are called annotations. They aren't code, but unlike comments that start with // they actually affect how the code runs. A common example is @Override, though these are much more important and do much more. You put two of them @Mod, and @NetworkMod around the main class, with the syntax I showed. They let you store data about the source code like modid/name/version. Your mod class itself has no name requirement and does not extend any other class.
Something I forgot to mention before: do not use net.minecraft.src as your package. Use a custom one. (hit ctrl+shift+o to handle imports)
x.x Sorry... I have basically zero java background here... Im a quick learner and all, and once I learn something I dont really forget, but I do need help learning it originally... And I dont really get much of anything that you said, except that I need to have @Mod and @NetworkMod around the main class...? I really dont get what you said at all yet haha...
Rollback Post to RevisionRollBack
Check out the best mods ever HERE!
CraftMoreTools and CraftMoreBuildings!
Sorry if I get anything about ML wrong, my experience with it is pretty outdated.
If you look under the Project Explorer in eclipse, where all the classes are, you'll see that there are a lot more folders under Minecraft>src than there were with modloader, and that net.minecraft.src has only a few classes in it. These are called packages, and they're just a way of grouping together a bunch of similar code.
With modloader, you just made a new class in net.minecraft.src. First, you want to make a new package, then put all your classes in there. That way, you can keep your code separate from the vanilla code, and from other of your mods. If you weren't using packages before, then importing will be something new. When two classes are in the same package, they can interact perfectly fine with each other by default. If they are in different packages, you have to import the class you want to use. Eclipse will do this for you if you just write the code, then hold ctrl+shift+o.
Uh... Do you have Skype or something? I might need to be walked through this somehow because I made 3 mod_ files and a bunch of other files, and I modified I think 4 base files... And Im not really understanding what you are saying without doing it xP
Rollback Post to RevisionRollBack
Check out the best mods ever HERE!
CraftMoreTools and CraftMoreBuildings!
Once you make your mod file, you have to put the annotations @Mod and @NetworkMod (they look like errors at first, because they have to be imported). Annotations have parameters like methods do, but only store the data they are given (and parameters use the syntax: parametername = <the actual parameter>). Some of the parameters are optional, but some are mandatory. For @Mod the mandatory ones are modid, name, and version, all Strings. modid is an id for your mod. It's mostly inconsequential, but it has to be different for EVERY mod, including everyone else's. Name is just a name, and version is just what version of your mod this is. For @NetworkMod, the mandatory ones are clientSideRequired and serverSideRequired, both booleans, which I set to true and false, respectively.
Uh... Do you have Skype or something? I might need to be walked through this somehow because I made 3 mod_ files and a bunch of other files, and I modified I think 4 base files... And Im not really understanding what you are saying without doing it xP
I could easily make one. The only one I have is one with my actual name attached to it.
CraftMoreTools and CraftMoreBuildings!
In my opinion, forge is always better.
CraftMoreTools and CraftMoreBuildings!
CraftMoreTools and CraftMoreBuildings!
Unfortunately, there's nothing that magically converts to forge. You have to set up MCP with forge, then just write the code with forge. If you copy your main mod file, most things have an analogous method in forge, so it's pretty easy.
Haha thats what I meant, the methods that I would have to use to turn it into a forge mod.
It should be at the bottom of the original post. I have split it into CraftMoreTools and CraftMoreBuildings, both are version 1.0. They are fully compatible with eachother so download one, the other or both.@integerArray ...I JUST got used to ModLoader methods xD I'm gonna need a bit of help to get it switched to Forge... I don't understand what you typed at all...
CraftMoreTools and CraftMoreBuildings!
CraftMoreTools and CraftMoreBuildings!
That's what your mod_ file would 'turn into'.
The @Somethings are called annotations. They aren't code, but unlike comments that start with // they actually affect how the code runs. A common example is @Override, though these are much more important and do much more. You put two of them @Mod, and @NetworkMod around the main class, with the syntax I showed. They let you store data about the source code like modid/name/version. Your mod class itself has no name requirement and does not extend any other class.
Something I forgot to mention before: do not use net.minecraft.src as your package. Use a custom one. (hit ctrl+shift+o to handle imports)
CraftMoreTools and CraftMoreBuildings!
Adamantium Shears dont work, idk if its just a glitch for me
CraftMoreTools and CraftMoreBuildings!
If you look under the Project Explorer in eclipse, where all the classes are, you'll see that there are a lot more folders under Minecraft>src than there were with modloader, and that net.minecraft.src has only a few classes in it. These are called packages, and they're just a way of grouping together a bunch of similar code.
With modloader, you just made a new class in net.minecraft.src. First, you want to make a new package, then put all your classes in there. That way, you can keep your code separate from the vanilla code, and from other of your mods. If you weren't using packages before, then importing will be something new. When two classes are in the same package, they can interact perfectly fine with each other by default. If they are in different packages, you have to import the class you want to use. Eclipse will do this for you if you just write the code, then hold ctrl+shift+o.
CraftMoreTools and CraftMoreBuildings!
I could easily make one. The only one I have is one with my actual name attached to it.
CraftMoreTools and CraftMoreBuildings!
CraftMoreTools and CraftMoreBuildings!