So basically, one day I was thinking: what if some of the useful but kind of irritating blocks in Minecraft had a hard-to-get but really awesome version? Out of that idea came this mod.
THE MODCurrent Version: 1.1, for Minecraft 1.5.2
Basically, this mod introduces five new blocks (possibly more to come later), which are upgraded versions of the original block. Each one of them is crafted with iron ingots in the corners, wood planks (any type will do) in the sides, and a certain object in the middle. This recipe gives you one of {insert block name here}. All of the blocks below can be broken pretty quickly (using a tool does NOT increase braking speed) AND they emit decent amounts of light.
NOTE: the blocks labelled WIP have not yet been implemented into the download.
BLOCK 1: SPEED Block in the middle: ice (Yes, I know ice is hard to get, but it will be worth it. Trust me.) What it does: it has a slipperiness of 3.0. For those of you who aren’t modders, this means that this block will shoot you around ten blocks forwards. It also fires items in a similar manner.
BLOCK 2: SLOW Block in the middle: soul sand What it does: it does basically the opposite of Speed. It shoots you backwards. This can create some really interesting effects.
BLOCK 3: SPIKY Block in the middle: cactus What it does: kind of like cactus, except WAY better. It does more damage and can be placed on anything. Also, it doesn't matter if there's anything next to it. It doesn't destroy items.
BLOCK 4: STRONG Block in the middle: obsidian What it does: actually this does nothing new. It has the same blast resistance as normal obsidian. But just like all the other blocks in this mod, it can be broken by hand fairly quickly.
BLOCK 5: SPARKY Block in the middle: lava bucket (Yes, I'm aware that lava buckets are items, not blocks) What it does: it burns you. When you first make this, it seems to do the same thing as Spiky, but in reality it's fire damage. So if you have fire resistance, it does nothing to you.
BLOCK 6: SPRINGY Block in the middle: slimeball (yes, I know that this is an item) What it does: super duper bouncy! It bounces you four blocks. Pretty fun.
BLOCK 7: SPONGE (WIP, development on hiatus) Block in the middle: empty bucket (YES I KNOW THIS IS AN ITEM) What it does: same function as the sponge used to have: it drains liquds in the surrounding area.
SCREENSHOTS
The five blocks, placed and in the inventory The blocks emitting light Speed
Before stepping on And after stepping on A test using the same launcher as above, but with gold blocks marking where I stopped
Slow
The apparatus for the apple test (dropping apples down the chute and seeing where they go The results of the apple test The results of another test using the same equipment, but dropping villagers instead of apples
Spiky
A mooshroom dying An iron golem getting injured
Strong
The equipment for a blast resistance test The results of the blast resistance test
Sparky
An iron golem getting hurt Me proving that this causes fire damage
STUFF I NEED TO DO if you know how to do any of this, please leave a comment.
name the blocks (it would be cool if you could help translate the block names)
figure out why the sparky block burns fireproof mobs too
figure out how to add new textures directly into the mod
Number 3 is pretty straight forward the textures must be stored in .../textures/blocks/ folder in minecraft.jar or if your mod goes in the mods folder they can be in the same folder in the mod zip file. For testing in mcp you can just use a texurepack.
By default the block looks for a texture with the same name as its unlocalizedname given to it when it is declared.
par1IconRegister.registerIcon() takes one argument the name of the texture file. It can be anything you want. You can also register as many textures as you like and store them how you like. Here I am using an list of arrays to store them and registering 4 textures for each sub-block.
To make the block use the texture simply return the correct texture in the getBlockTexture() method
public Icon getBlockTexture(IBlockAccess par1IBlockAccess, int x, int y, int z, int side) {
int Metadata = par1IBlockAccess.getBlockMetadata(x, y, z);
if (Metadata < 0 || Metadata >= SubTextures.size()) {
Metadata = 0;
}
return SubTextures.get(Metadata)[0];
}
Edit:
It may be better to use the getIcon() method instead getBlockTexture() just calls that by default.
public Icon getIcon(int side, int metadata) {
if (metadata < 0 || metadata >= SubTextures.size()) {
metadata = 0;
}
return SubTextures.get(metadata)[0];
}
I'm not active on these forums, so forgive me if I don't respond!
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
Number 3 is pretty straight forward the textures must be stored in .../textures/blocks/ folder in minecraft.jar or if your mod goes in the mods folder they can be in the same folder in the mod zip file. For testing in mcp you can just use a texurepack.
By default the block looks for a texture with the same name as its unlocalizedname given to it when it is declared.
par1IconRegister.registerIcon() takes one argument the name of the texture file. It can be anything you want. You can also register as many textures as you like and store them how you like. Here I am using an list of arrays to store them and registering 4 textures for each sub-block.
To make the block use the texture simply return the correct texture in the getBlockTexture() method
public Icon getBlockTexture(IBlockAccess par1IBlockAccess, int x, int y, int z, int side) {
int Metadata = par1IBlockAccess.getBlockMetadata(x, y, z);
if (Metadata < 0 || Metadata >= SubTextures.size()) {
Metadata = 0;
}
return SubTextures.get(Metadata)[0];
}
Edit:
It may be better to use the getIcon() method instead getBlockTexture() just calls that by default.
public Icon getIcon(int side, int metadata) {
if (metadata < 0 || metadata >= SubTextures.size()) {
metadata = 0;
}
return SubTextures.get(metadata)[0];
}
Simple but still a good idea. Instead of wood borders do a glow effect or something that makes it look 'powerful'.
that would look pretty darn col, but the thing is, the recipie is designed to kind of look like the final product, in a sense. so retexturing it would imply that i would have to change the recipie. changing it is easy, i just don't know what to change it to. but if you could give me some ideas, this could be considered.
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/\ A bit dead right now, support would be greatly appreciated /\
Also the link is broken, click the one below. I will fix this soon.
hey, just wondering, would you people prefer the recipe to give 1 or 2 of the block? i'm not really asking for personal preferences here, i'm asking which do you think would be better overall, in terms of not being too overpowered, but not too rare sort of thing.
sorry, it does. i was originally going to make it so it didn't, but i can't figure out how.
...
For that you could just check if the entity is an item before damaging it:
public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity)
{
if (!(par5Entity instanceof EntityItem)) {
par5Entity.attackEntityFrom(DamageSource.cactus, 1);
}
}
I'm not sure whether it will work but its worth a try.
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I'm not active on these forums, so forgive me if I don't respond!
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
Yes it is but the getIcon() method may be called getBlockTextureFromSideAndMetadata() if you have not updated mcp recently.
For that you could just check if the entity is an item before damaging it:
public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity)
{
if (!(par5Entity instanceof EntityItem)) {
par5Entity.attackEntityFrom(DamageSource.cactus, 1);
}
}
I'm not sure whether it will work but its worth a try.
oh. thanks! but what do you mean by updating mcp "recently"? my current mcp is for minecraft 1.4.6.
Rollback Post to RevisionRollBack
/\ A bit dead right now, support would be greatly appreciated /\
Also the link is broken, click the one below. I will fix this soon.
oh. thanks! but what do you mean by updating mcp "recently"? my current mcp is for minecraft 1.4.6.
oh. Sorry I assumed you were on minecraft 1.5.1. That code for textures won't work in 1.4.6.
Rollback Post to RevisionRollBack
I'm not active on these forums, so forgive me if I don't respond!
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
oh. Sorry I assumed you were on minecraft 1.5.1. That code for textures won't work in 1.4.6.
oh... if i reinstall mcp, wouldn't it involve redoing the codes? but i tried the "wether or not it's an item" thing, and it works just fine. so thanks anyways! also, would you happen to know why my enter key is not working properly on the forums? i keep on hitting enter but nothing happens...
Rollback Post to RevisionRollBack
/\ A bit dead right now, support would be greatly appreciated /\
Also the link is broken, click the one below. I will fix this soon.
oh... if i reinstall mcp, wouldn't it involve redoing the codes? but i tried the "whether or not it's an item" thing, and it works just fine. so thanks anyways! also, would you happen to know why my enter key is not working properly on the forums? i keep on hitting enter but nothing happens...
If you are using modloader or forge you could keep a backup of your mods java files, then most changes would be just in method names and texture code.
My enter key is working fine, so I don't know what it could be, maybe try using a different browser.
Rollback Post to RevisionRollBack
I'm not active on these forums, so forgive me if I don't respond!
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
If you are using modloader or forge you could keep a backup of your mods java files, then most changes would be just in method names and texture code.
My enter key is working fine, so I don't know what it could be, maybe try using a different browser.
okay then, thanks but i found a solution. there's this thing called MCnostalgia, and you can use it to get older versions of minecraft. so i guess i'll try out my mod with that first, and if it works, i'll update it to 1.5.1.
also, i tried using enter on google chrome, and it worked just fine. so lots of thanks, i guess!
BREAKING NEWS! THE MOD IS COMPLETE AND THE 1.5 COMPATIBLE VERSION WILL BE OUT WITHIN A WEEK!
nevermind, the textures are derping up, it'll take a while to fix it. but the untextured version will be out as soon as i figure out how to post a dwnload link on this,
Rollback Post to RevisionRollBack
/\ A bit dead right now, support would be greatly appreciated /\
Also the link is broken, click the one below. I will fix this soon.
THE MOD Current Version: 1.1, for Minecraft 1.5.2
Basically, this mod introduces five new blocks (possibly more to come later), which are upgraded versions of the original block. Each one of them is crafted with iron ingots in the corners, wood planks (any type will do) in the sides, and a certain object in the middle. This recipe gives you one of {insert block name here}. All of the blocks below can be broken pretty quickly (using a tool does NOT increase braking speed) AND they emit decent amounts of light.
NOTE: the blocks labelled WIP have not yet been implemented into the download.
BLOCK 1: SPEED
Block in the middle: ice (Yes, I know ice is hard to get, but it will be worth it. Trust me.)
What it does: it has a slipperiness of 3.0. For those of you who aren’t modders, this means that this block will shoot you around ten blocks forwards. It also fires items in a similar manner.
BLOCK 2: SLOW
Block in the middle: soul sand
What it does: it does basically the opposite of Speed. It shoots you backwards. This can create some really interesting effects.
BLOCK 3: SPIKY
Block in the middle: cactus
What it does: kind of like cactus, except WAY better. It does more damage and can be placed on anything. Also, it doesn't matter if there's anything next to it. It doesn't destroy items.
BLOCK 4: STRONG
Block in the middle: obsidian
What it does: actually this does nothing new. It has the same blast resistance as normal obsidian. But just like all the other blocks in this mod, it can be broken by hand fairly quickly.
BLOCK 5: SPARKY
Block in the middle: lava bucket (Yes, I'm aware that lava buckets are items, not blocks)
What it does: it burns you. When you first make this, it seems to do the same thing as Spiky, but in reality it's fire damage. So if you have fire resistance, it does nothing to you.
BLOCK 6: SPRINGY
Block in the middle: slimeball (yes, I know that this is an item)
What it does: super duper bouncy! It bounces you four blocks. Pretty fun.
BLOCK 7: SPONGE (WIP, development on hiatus)
Block in the middle: empty bucket (YES I KNOW THIS IS AN ITEM)
What it does: same function as the sponge used to have: it drains liquds in the surrounding area.
SCREENSHOTS
Quick install: https://www.dropbox....locks 1.5.2.jar
Forge-compatible/ manual install: https://www.dropbox....1.5.2 forge.zip
if you know how to do any of this, please leave a comment.
April 26, 2013: released first version of the mod
Some time in May 2013: released forge-compatible version
June 3, 2013: released 1.5.2 update
Micotic
but if you can make a better one, go ahead.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
I know it's a mod, I was implying that the idea behind it is neat.
I meant are the blocks all separate IDs or are they one id with different metadata?
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
that would be really cool.
Number 3 is pretty straight forward the textures must be stored in .../textures/blocks/ folder in minecraft.jar or if your mod goes in the mods folder they can be in the same folder in the mod zip file. For testing in mcp you can just use a texurepack.
By default the block looks for a texture with the same name as its unlocalizedname given to it when it is declared.
To specify custom textures for a block:
Look at the registerIcons method:
par1IconRegister.registerIcon() takes one argument the name of the texture file. It can be anything you want. You can also register as many textures as you like and store them how you like. Here I am using an list of arrays to store them and registering 4 textures for each sub-block.
To make the block use the texture simply return the correct texture in the getBlockTexture() method
Edit:
It may be better to use the getIcon() method instead getBlockTexture() just calls that by default.
And thats it. Enjoy modding.
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
PRESENCE FOOTSTEPS - (github)
VOID FOG - (github)
no sig yay
sorry, it does. i was originally going to make it so it didn't, but i can't figure out how.
that would look pretty darn col, but the thing is, the recipie is designed to kind of look like the final product, in a sense. so retexturing it would imply that i would have to change the recipie. changing it is easy, i just don't know what to change it to. but if you could give me some ideas, this could be considered.
Yes it is but the getIcon() method may be called getBlockTextureFromSideAndMetadata() if you have not updated mcp recently.
For that you could just check if the entity is an item before damaging it:
I'm not sure whether it will work but its worth a try.
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
PRESENCE FOOTSTEPS - (github)
VOID FOG - (github)
oh. Sorry I assumed you were on minecraft 1.5.1. That code for textures won't work in 1.4.6.
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
PRESENCE FOOTSTEPS - (github)
VOID FOG - (github)
If you are using modloader or forge you could keep a backup of your mods java files, then most changes would be just in method names and texture code.
My enter key is working fine, so I don't know what it could be, maybe try using a different browser.
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
PRESENCE FOOTSTEPS - (github)
VOID FOG - (github)
okay then, thanks but i found a solution. there's this thing called MCnostalgia, and you can use it to get older versions of minecraft. so i guess i'll try out my mod with that first, and if it works, i'll update it to 1.5.1.
also, i tried using enter on google chrome, and it worked just fine. so lots of thanks, i guess!