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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Quote from SpitefulFox»

    FM won't be updating to TC5.




    Quote from SpitefulFox»

    Cross-mod wands will be their own separate mod.



    Dont scare us like that! ;)

    Though if I may ask, will the crossover wands still draw from arura or ONLY from their respective sources? After finally playing TC5 (you'd be amazed, there are only like a half-dozen TC5 servers online and all but one I've found is private!) I desperately would like a wand that doesnt kill my base's arura >.<

    Posted in: Minecraft Mods
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    posted a message on 110% Free for mod use Resource packs?

    I'm working on a mod. It's going to be a large mod. Barring unforeseen circumstances I plan to develop it onwards for a long, long time.


    However, I suck at image editing.. even most of my "simple" pixel-art looks... bad...


    So, I'm looking for some packs that have textures I can use for items/blocks/machines/etc with ZERO limitations. (i.e.: I see a lot that say "you cant redistribute this pack you must link to my post" --- hard to do when it's being coded into a block/item/etc, or "you can do whatever but you CANT use paid links" --- I've already spent dozens of hours on my mod and will likely spend hundreds more, it doesn't seem fair that I cant use adfly just because of a couple textures that the artist spent a few hours on at most)


    I WILL link back to the pack's page if requested and credit the specific textures, I have no problem giving credit where it's due.


    So... Are there any out there? Especially ones with a lot of item textures?


    Thanks in advance!

    Posted in: Resource Pack Discussion
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    posted a message on 1.7.10 tutorials past "make basic block/tool/item"?
    Quote from wildbill22»
    There is always Google, of course. The idea that there are no tutorials for more than the basics is not completely true. I only started modding a few months ago, but I've already done some things that I wouldn't consider simple. If you have a solid Java understanding, you do a Google search, find either some code that does almost what you want or an actual video of someone putting it together in a tutorial. I've found how to create a custom chest. How to add a property to an entity, etc. You will find your answers all over the place. Finding an answer to someone who had the same question as you in a forum post can be found in Google (probably not in the terrible search provided for this forum though).

    Maybe I just don't like posting here and waiting hours for an answer, so I sometimes search the web for 1/2 and hour to find my answer :)


    Yeah, I've done that too, and there are lots of tutorials... for 1.6 and 1.5 mostly... I even found a set for 1.2.5! Most of the 1.7.x ones are basics (thought I have found 1 set so far that goes beyond the basics, but he builds a lot on what he did in his 'basics' tutorials and he copy/pastes a lot of code so it's a little hard to follow --- I completely broke my "custom crafting bench" because I didn't know about a variable he used but defined some time back in the past... only noticed it when I paused the video and read the code behind it looking for something I presumed I had mistyped to cause the error...)

    I have a basic JAVA understanding and a very good generic programming understanding (PHP mostly, but several other random languages, and I had an intro to java course in college some years back) I can at least hunt down my own errors and find where the problem originates even if I cant figure out what caused it (still trying to figure out one about "if(boolean) is not defined for object")

    I think my biggest problem is the mentality I'm used to is to give people building blocks and see what they make by putting them together, not the mentality of giving them the raw materials and telling to start by making their own blocks...
    Posted in: Modification Development
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    posted a message on 1.7.10 tutorials past "make basic block/tool/item"?
    There is such a thing as "too open" ;P

    This also explains the over-abundance of "new tools, armor, and ores!" mods...

    But seriously, I can appreciate that there are many ways to do everything, that's great because sometimes you don't need extra code floating about (or alternately you *do* need a little extra to handle something else) But not knowing exactly where to even start really turns away a lot of people.

    I actually had turned away many times from modding because it was so complex. However, when I had an idea for a cool game element and it spiraled out of control (I was using parts from 4 mods, plus command blocks, plus insane amounts of LUA code (the code for the mechanic was driven by computercraft) I realized "I might as well just code it myself from the ground up and not throw all these extra unneeded mods on my server" (which had the unfortuante side-effect of driving me to increase the complexity tenfold @_@). I started tutorials, got excited as I learned to add in some things that previously I was using MCreator for (mostly props for quests in CustomNPCs) and I was making a lot of progress towards getting my mod put together... then... boom. There was nothing else to follow and no real explanation of how to go beyond the 'basic' mod elements (armor, blocks, etc).

    While it's good not to push people down one specific track, having no track at all is daunting too. I am fairly sure a lot of talented would-be moders have been driven away by the lack of information. (Some very 'in demand' mods are relatively simple from what I've stumbled on, but nobody knows how to implement it because of a lack of direction... and those who do learn dont tell --- example: I cant say how many threads I've seen clamoring for a good "display case mod" and not an item-frame remake. I can think of 3 mods off the top of my head that have implemented this as a *part* of their code, but kept quiet about it, one implementation being the absolute BEST I've ever seen) Even if this does build a closer-knit community, it also drives people away and drives those who are still struggle mad trying to just find a proverbial path. (and I've noticed, created a bit of elitist attitudes in some places)

    But anyway, thanks for the info and advice. I'm pushing my way through all this in hopes of learning enough to make some decent contributions, even if it is an uphill climb at times... (though I dread the fact as soon as I finish my mod(s), I'll immediately have to start re-learning and re-coding for 1.8 if my junk has any popularity...)
    Posted in: Modification Development
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    posted a message on 1.7.10 tutorials past "make basic block/tool/item"?
    Quote from coolAlias»
    There is no such thing as a 'getBlock parameter'.

    I must have used the wrong terminology, this is the (working) code that MCreator used to change blocks when right-clicked (along with damaging the item used and giving the player a new item from the block):

    if(world.getBlock(i, j, k) == Blocks.log){
    world.setBlock(i, j, k, Blocks.air, 0, 2);
    itemStack.damageItem(20, entity);
    if(entity instanceof EntityPlayer)((EntityPlayer)entity).inventory.addItemStackToInventory(new ItemStack(Items.coal, 1));
    }


    My first problem is trying to figure out exactly where it goes in eclipse >.< (and hoping I import all the right files since MCreator basically imports anything that even *might possibly* be needed...)

    I personally would say making chests, furnaces, and crafting benches would be some "basic" next steps (after some digging, I did find tutorials on chests and furnaces so far) and perhaps explaining how to render blocks using 3D models then on the far end using the particle effects.

    Thanks, I will check out the info on "how minecraft works"

    I have seen a lot of concepts in verious mods that I'd like to use (like checking for a multiblock structure and changing the blocks when clicked with an item (which I think I have puzzled out), or creating certain effects when specific items are placed into a container and it's clicked) I do apologize if I am being rude, it just frustrates me to have to "reinvent the wheel" for so much of this since some concepts are used in dozens of mods and simply never explained code-wise... as I said, right now I'm having to puzzle out pieces of code from MCreator to figure out how some of this works, and I know for a fact it's doing some... odd... coding.
    Posted in: Modification Development
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    posted a message on 1.7.10 tutorials past "make basic block/tool/item"?
    I'm trying to finally learn to make my own mods in Java. I went through the basic tutorials (new item (define it and it's texture) new block (define it and it's texture, drop and worldgen), and new tools/armor) but I cant seem to find anything relevant past this...

    Before now I was using MCreator, and decided to try making the item and it's uses/model/etc in MCreator and then viewing the source, then adding that to my code in eclipse... and the code is... not easy to follow (I certainly see where the comment about "MCreator makes messy code" comes from now) and so far when I try to just add the code eclipse returns a lot of errors (even though I'm making sure to import the needed classes/packages)

    So, can anyone point me to some good tutorials that go into some more advanced methods like onItemUse (specifically with the getBlock parameter)? As well as creating chests, setting 3D models, etc? So far almost all of what I'm finding are just more "make the basics" tutorials or are for older versions of MC...
    Posted in: Modification Development
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    posted a message on What is the best way to start modding?
    Quote from TehNut»
    Learn Java first. Watch all these courses in order. They go Intro Java -> Objects -> Intro Modding -> Intermediate Modding

    Just a warning. I just started this tutorial set and at least some of the methods/packages are depreciated or outright removed (such as net.minecraft.network.INetworkManager) so Proceed at your own risk and check the changes between 1.6.2 (the version the tutorial author is using) and 1.7.x/1.8.x
    Posted in: Modification Development
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    posted a message on Smart Moving
    Quote from CaerMaster»
    is there such a thing as a short, simple summary of what Thaumcraft (to name a specific example) needs to do to make its custom armors work properly with Smart Moving/Smart Render?

    I dont know what the code is, but it's obviously not too complex, I asked an author of another mod if she could make it compatible with SmartMoving and in one night she released a patch that lets it work... Though it would be nice if there was a simple fix or list of things that had to be fixed posted somewhere...
    Posted in: Minecraft Mods
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    posted a message on Best program/dimensions/etc for 3d MC Models?
    Quote from jajo_11»
    You could use techne. It's a program to create models in a 3D editor. The model is always made out of cuboids, so they always look very vanills-like. It's also very useful to create the texture map for the model.

    I've been using Techne today and have been very happy with it. However I have a problem I cant tell if is from techne or from the mod-code or some soemthing else...

    I made a simple wand, it's 1x1x16 and when I hold it, I see a single little dot of color in the corner of the screen (it's almost impossible to see) and when I put it in an item frame, it floats outside the frame and a little above it and pokes out the side (see image https://dl.dropboxusercontent.com/u/8499597/wand_1_test.png ) I tried moving it up/down/forward/back/left/right in techne but that didn't seem to make any difference at all... (also tried changing the rotation axis "sphere" so all three were in the center, but it didnt seem to make a difference...)
    Posted in: Modification Development
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    posted a message on Best program/dimensions/etc for 3d MC Models?
    I'm wanting to make a few models for MC (at the moment just a few wands for a mod I'm making, basically just a multi-colored rectangle maybe with some design on it --- if anyone's familiar with the mod Thaumcraft, those are similar to what I'm making, though different design --- dont like the stubby "caps" on the end for example), I'm not sure what program to use or what dimensions...

    I have used Maya before so I'm not a complete n00b at modeling, but I have no clue how to do it for MC, any help and/or good tutorials would be appreciated (Google is overwhelming and 2/3 of what I found is basically "after you make your model here is how to program it into MC" which is a ways ahead of what I need...)
    Posted in: Modification Development
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from coolAlias»
    she will follow you around and annoy you, so when you get sick of it, just cram her back in a bottle for quiet time.


    Why couldn't Nintendo have implemented this? I dont know how many times I wanted to cram her into a bottle (and her MJM counterpart too. Havn't played Wayward Sword but I'm sure I'd feel that way about it's Fairy too...)

    How does she detect secret rooms? I have all dungeon generation disabled (preferring to build my own for my map) So if I use the "secret stone" will she detect it as a secret room?
    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    I'm a little confused, when I used Zelda's lulaby (on a royal family block --- which btw NEI says is a block of time) it just makes the block vanish, basically making it and the block of time redundant... Any chance you can make the royal family block do something else, like emit a redstone signal for 5 seconds or something? (or am I doing something wrong?)
    Posted in: Minecraft Mods
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    posted a message on Particle Effect on tile/block/entity in 1.7.10? (mod OR plugin - running Cauldron)
    wow... no one? Am I really the only one who wants to be able to spawn particles in locations via command/block in 1.7.10? I would have thought with all the particle libraries that *somone* would have made this by now... -_- *le sigh*
    Posted in: Requests / Ideas For Mods
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    posted a message on Greg's Lighting 1.11.2 for Minecraft 1.7.10
    Just a bump to let you know I too see this as this is an amazing mod, especially for server-ops who want to create more atmospheric buildings without placing so many torches! Downloading now! :)
    Posted in: Minecraft Mods
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    posted a message on Particle Effect on tile/block/entity in 1.7.10? (mod OR plugin - running Cauldron)
    I am looking for a simple way to spawn a particle effect on a block, tile, or entity using a commandblock. Basically it's for a "magic" effect but every single plugin or mod I've found that lets me do this adds it ti a PLAYER (i.e. they run around and leave a trail of particles behind them) instead of letting me do it to non-player entities/blocks/etc (think "effect of bonemeal on a plant") 99% of the time it only has to play the particle animation once or twice while a sound effect goes off and blocks/entites are swapped.

    Complete breakdown of what I'm doing:

    -Player finds a "magic circle"
    -Player places blocks in the appropriate holes
    -player presses a button
    -sound effect plays while particles appear on the player-placed blocks while the server checks to see fi they are a valid combination (i.e. cobble + leaf)
    -blocks are replaced with new blocks (i.e. cobble+leaf is replaced with a mossy cobble)
    -system resets and waits for another button press

    Right now, the only thing I can think to do is to replace the affected blocks with a block of fire for one turn, and I'd like a lot more than that 1 effect...

    If anyone reading this is familiar with Thaumcraft, I'm basically creating something slightly similar to the Infusion Alter (because I dont want the other 99% of the mod on my server due to it being severely OP for my game and I want my own recipes for RP purposes) but I dont know enough JAVA to code a plugin/mod from scratch...

    Any help would be appreciated. Thanks in advance!
    Posted in: Requests / Ideas For Mods
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