• 0

    posted a message on Heavy Inventories Released! - Add a bit of heft to those items! (Downloadable!)

    Finally updated for Minecraft 1.11.2 and 1.12!

    Posted in: WIP Mods
  • 3

    posted a message on Any cool 1.12 mods?
    Quote from CeyayRox»

    modern warfare adds some pretty cool 3d guns and clothing

    Link: http://www.9minecraft.net/modern-warfare-mod/


    you should use the curseforge link instead of a website that steals mods
    Posted in: Requests / Ideas For Mods
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    posted a message on Starlight: Power of the Heavens

    I am not sure what your question is? I would recommend you learn how to program in java before you jump into modding minecraft. While MCreator does work (in a sense), the code it generates is horrible. It would do more harm than good when you're trying to learn Java. I would recommend perusing Choonster's TestMod3 on GitHub. It helps loads.

    Posted in: WIP Mods
  • 0

    posted a message on Custom Crafting Table

    you have to make a custom recipe handler for your table else it doesnt know you are crafting

    Posted in: Modification Development
  • 0

    posted a message on How can I create a custom AI?

    I'd say that's the best way to go as long as you're using pre-existing ai tasks

    Posted in: Modification Development
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    posted a message on Getting String modid From Block Object Dynamically?



    Your method did allow me to know what to do( Loader.instances() ) but, your method didn't work. I fixed your string comparison with .equals() not ==


    It's finally fixed. A 6 month old bug. The vanilla mob spawner says AdventOfAccention Rather then Minecraft and only one tooltip.


    Woop. Didn't even see that. Thanks for the catch there ;)
    Posted in: Modification Development
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    posted a message on Getting String modid From Block Object Dynamically?

    I would go along with what Choonster said for obtaining the modid, im not sure if this will run as intended (Haven't tested it but i assume this will work). It takes a modid parameter and checks with all of the loaded mods to see if their mod ids match then it returns the value of the mods name (ModContainer contains this info).



    public static String getModName(String par1Str)
        {
            for (ModContainer mod : Loader.instance().getModList())
            {
                if (mod.getModId().equals(par1Str))
                {
                    return mod.getName();
                }
            }
            return null;
        }

    Posted in: Modification Development
  • 0

    posted a message on tips on mod making.

    A good knowledge of Java, an IDE, and minecraft forge.

    Posted in: Modification Development
  • 0

    posted a message on what is the name of this mod

    Sounds like you were describing the mod Level Up!

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Render Fluid In GUI

    Take a look at how it is done in Mekanism, specifically the GuiFluidGauge.class, sadly it is not a very easy thing to read through, but it helped me get fluids to render inside my GUI

    Posted in: Modification Development
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    posted a message on All 1.10 features in 1.7.10
    Quote from Alpvax»

    They aren't dead due to the command block, they are just huge mods, so take a long time to update (1.8 changed a lot. It makes it easier for new mods, but means old mods need to be almost completely re-written).


    What kept me away from 1.8 and on was that to texture items, I'd not only have to create the item, the item texture, but then 2 .json files to add that texture to the item. It is the most annoying system for texturing.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on IntelliJ vs. Eclipse?
    Quote from LapisSea»

    Good point about the languages. But do you really need that in mc mod dev? There is java... and.... java?
    This would be a much better point (not saying that it is bad) if you were developing a server database with a web interface or something like that.


    I dont only program in Java, i have some experience with HTML/CSS and python (although i believe i am a whole lot better at java compared to the others). I only use eclipse because of multi-language support. Its been awhile since i have used intellij, this had actually made me want to download it again and see if it has at all changed since 2014.

    Posted in: Modification Development
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    posted a message on IntelliJ vs. Eclipse?

    My preferred IDE is Eclipse. I have been using it for years, however, I have used intellij. While it is not my favorite, I can say it is not that bad.


    I prefer Eclipse of Intellij due to eclipse having more plugin options (1200+ to ~800), multiple language support (intellij community on support java, scala, and groovy).


    Overall it is based upon your preference. Try out both and pick your favorite.

    Posted in: Modification Development
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    posted a message on Need .java or .tcn models of Vanilla Mobs!
    Quote from Fir3will»

    He's not asking for another way to code, if he wants to use MCreator, let him.


    To answer the original question, Minecraft uses a different model for the Slimes, I believe it is a model file that has different types to it. Now it's kinda difficult to explain to someone who isn't coding the mod but the file takes different parameters and creates the model on that. To sum up, I don't believe there is a specific .tcn or .java file available. If you want, you could just make your own in Techne. It's not that hard.


    This also isn't the MCreator support thread.
    Posted in: Modification Development
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    posted a message on [WIP] ARKCraft | The ARK: Survival Evolved Minecraft Mod (BETA is out now!)

    I think this mod is dead now... to bad, had so much potential.


    We're still here ;)
    Posted in: Minecraft Mods
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