This looks great! I find coding absolutely confusing. Also, does this work for 1.4.2 because I tried to install it and it said that it will try and install the pe version again or it said that it may have restarted. Please help.
Ok i do everything it says in this then when i install the second thing this comes up:
Then it says its fiinished so i restart my laptop then when i click on it to start making mods it goes through the install again and this happens over and over, i also installed the first mod that is required by the actualy mod maker and when i try to run my minecraft i get the null error
Ok. YOu don't have vbscript on your compuert. Is this windows? Anyway, just go in C:/Pylo/MCreatpr and open MCreatorDE.exe
I come here everyday since 1.4.2 to see if you posted that prerelease or something
Is it going to be published soon?
I'm porting it to forge 1.4.2. So I have a lot of work with it. Also, I have serious problems with porting fluid creation with forge, so fluid creation is removed from MCreator. After I finish porting, a new website for MCreator and Pylo website will come out and on this website, prerelase will be posted. That's all folks.
PS: Don't forget to post your mods again on new website. Else, you will loose them
Porting ID's done. Now I need to check all of the mod types to check if all is working ok. Then, I need to port events to new version. Then -> Update
excluding fluids, will we still be able to add mobs and all that other epicness? and will players need forge installed to be able to use my mods? or will they still work with ModLoader?
PyloDEV is probably busy adding a lot more features, so just give him/her some more time. Besides, updating something like this to the latest Minecraft version could take quite a while...
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Silvvy and Ebby belong to J-C, and my avatar was drawn by J-C! <3
excluding fluids, will we still be able to add mobs and all that other epicness? and will players need forge installed to be able to use my mods? or will they still work with ModLoader?
Mobs arent even enabled yet. I'm working on them. You will only need to have vanilla 1.4.2 minecraft in next version. That is all.
PyloDEV is probably busy adding a lot more features, so just give him/her some more time. Besides, updating something like this to the latest Minecraft version could take quite a while...
Sorry, but I also have to work for school. And I'm man
but will people who download my mods need to install forge on their clients to get the mods working? or will they still work with regular ModLoader?
They will probably need to download Minecraft Forge. But this problem is solved by MCreator PE. Pe will be standard windows application. After first run, it will make new bundle of minecraft with minecraft forge. Then, user will be able to browse mods and install them with single click.
They will probably need to download Minecraft Forge. But this problem is solved by MCreator PE. Pe will be standard windows application. After first run, it will make new bundle of minecraft with minecraft forge. Then, user will be able to browse mods and install them with single click.
nice, so sort of like the Mod API then?
and also, if you've seen my ruby mod, inside the .zip is a lot of "mod_" files, will MCreator PE think of those as individual mods "such as mod_RubyGem"? or will it go off of the website where people can upload their mods?
nice, so sort of like the Mod API then?
and also, if you've seen my ruby mod, inside the .zip is a lot of "mod_" files, will MCreator PE think of those as individual mods "such as mod_RubyGem"? or will it go off of the website where people can upload their mods?
It will go with the website. You will upload your mod on website and it will be visible on it and in PE. And with mod, I mean mod pack of all resources and class files.
P.S. This modmaker looks very cool!
Ok. YOu don't have vbscript on your compuert. Is this windows? Anyway, just go in C:/Pylo/MCreatpr and open MCreatorDE.exe
I'm porting it to forge 1.4.2. So I have a lot of work with it. Also, I have serious problems with porting fluid creation with forge, so fluid creation is removed from MCreator. After I finish porting, a new website for MCreator and Pylo website will come out and on this website, prerelase will be posted. That's all folks.
PS: Don't forget to post your mods again on new website. Else, you will loose them
excluding fluids, will we still be able to add mobs and all that other epicness? and will players need forge installed to be able to use my mods? or will they still work with ModLoader?
Subscribe to my YouTube Channel
Follow me on Twitter
Silvvy and Ebby belong to J-C, and my avatar was drawn by J-C! <3
Mobs arent even enabled yet. I'm working on them. You will only need to have vanilla 1.4.2 minecraft in next version. That is all.
Sorry, but I also have to work for school. And I'm man
but will people who download my mods need to install forge on their clients to get the mods working? or will they still work with regular ModLoader?
Subscribe to my YouTube Channel
Follow me on Twitter
They will probably need to download Minecraft Forge. But this problem is solved by MCreator PE. Pe will be standard windows application. After first run, it will make new bundle of minecraft with minecraft forge. Then, user will be able to browse mods and install them with single click.
nice, so sort of like the Mod API then?
and also, if you've seen my ruby mod, inside the .zip is a lot of "mod_" files, will MCreator PE think of those as individual mods "such as mod_RubyGem"? or will it go off of the website where people can upload their mods?
Subscribe to my YouTube Channel
Follow me on Twitter
It will go with the website. You will upload your mod on website and it will be visible on it and in PE. And with mod, I mean mod pack of all resources and class files.
excellent! I'm really looking forward to seeing MCreator for 1.4! Can you post a list of changes that will be in this pre-release?
Subscribe to my YouTube Channel
Follow me on Twitter
Go to mcreator.pylo.si and check changlelog news article