• 1

    posted a message on I want to learn java for mods (FOR FREE)

    There's plenty of free sources out there to learn how to code even if you have 0 knowledge or no help.


    When I started I did the same thing as Sgt_SuiZ. I went word for word and slowly developed an idea of what everything meant (with some studying of the language to help myself learn what is possible).


    It took months before I could really get something out there with countless hours spent getting frustrated working through problems, but it was free and taught me.


    So just be prepared to spend a lot of time learning how to code and how minecraft works before being able to pump something out

    Posted in: Modification Development
  • 1

    posted a message on The Beyblade Mod

    My childhood just called and it's going nuts :o

    I'm really curious to see what the finished product is going to look like. Good luck!~

    Posted in: WIP Mods
  • 1

    posted a message on SCP: Containment Breach [Horror Map] [WIP]
    Quote from MrBluPony»

    Coming Soon eh?



    Quote from RockersPL»

    When is it out?


    I've got good news for you and the rest. Ive gotten a new computer as of a few weeks ago and can now handle the command blocks. I hope to do the final touches and publish the first version as soon as I can. :) I know my word for soon as I can doesnt sound too good atm but I'm investing tons of my time into my mod and other things irl

    Posted in: WIP Maps
  • 1

    posted a message on [SOLVED] Melon-like generation?
    play around with

    for(a = 0; a < 4 ; a++)
    {
    int i = x + random.nextInt(16) + 8;
    int k = z + random.nextInt(16) + 8;
    int j = random.nextInt(world.getHeightValue(i, k) + 32);
    new WorldGenTea_Tree_Flower().generate(world, random, i, j, k);
    }

    since that decides where to generate "WorldGenTea_Tree_Flower"

    Oh, btw a < 4 should be something along the lines of getting the amount of flowers per chunk limit from the chunk it can spawn in.

    I removed that for easier customization :P So just change the 4 to the amount as a max. and int i and k set the horizontal placement randomization.
    Posted in: Modification Development
  • 1

    posted a message on [SOLVED] Melon-like generation?
    What I used is this

    Register it in the main class



    @EventHandler
    public static void PreLoad(FMLPreInitializationEvent PreEvent) {

    EtcWorld.mainRegistry();

    }


    Then create this file which is registered ^ and calls on the file with generation info



    public class EtcWorld {

    public static void mainRegistry() {
    initWorldGen();
    }

    public static void initWorldGen() {
    registerWorldGen(new EtcGenerationClass(), 1);
    }

    public static void registerWorldGen(IWorldGenerator worldGenClass, int weightedProbability) {
    GameRegistry.registerWorldGenerator(worldGenClass, 1);
    }

    }


    Then create the file to tell it what to do. Ore generation is in the same file.



    public class EtcGenerationClass implements IWorldGenerator{

    @Override
    public void generate(Random random, int chunkX, int chunkZ, World world,
    IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {

    switch(world.provider.dimensionId) {
    case -1:
    generateInNether(world, random, chunkX*16, chunkZ*16);
    break;

    case 0:
    generateInOverworld(world, random, chunkX*16, chunkZ*16);
    break;

    case 1:
    generateInEnd(world, random, chunkX*16, chunkZ*16);
    break;

    }

    }

    private void generateInOverworld(World world, Random random, int x, int z) {

    int a;
    boolean doGen = TerrainGen.decorate(world, random, x, z, GRASS);

    BiomeGenBase biome = world.getWorldChunkManager().getBiomeGenAt(x, z);

    //if((biome instanceof BiomeGenPlains || ))// then add ||BiomeGenXYZ if you want more.

    //For now i don't have an if statement for biomes so it will spawn in any biome that the block can spawn in

    {
    for(a = 0; a < 4 ; a++)
    {
    int i = x + random.nextInt(16) + 8;
    int k = z + random.nextInt(16) + 8;
    int j = random.nextInt(world.getHeightValue(i, k) + 32);
    new WorldGenTea_Tree_Flower().generate(world, random, i, j, k);
    }
    }

    }


    Next you want to create the worldgen for the block



    public class WorldGenTea_Tree_Flower extends WorldGenerator
    {
    private static final String __OBFID = "CL_00000424";

    public boolean generate(World par1World, Random par2Random, int par3, int par4, int par5)
    {
    for (int l = 0; l < 64; ++l)
    {
    int i1 = par3 + par2Random.nextInt(8) - par2Random.nextInt(8);
    int j1 = par4 + par2Random.nextInt(4) - par2Random.nextInt(4);
    int k1 = par5 + par2Random.nextInt(8) - par2Random.nextInt(8);

    if (Blocks.grass.canPlaceBlockAt(par1World, i1, j1, k1) && par1World.getBlock(i1, j1 - 1, k1) == Blocks.grass) //Chooses the block it can spawn on
    {
    if (par2Random.nextInt(4) == 0) {
    par1World.setBlock(i1, j1, k1, Etc.Tea_Tree_Flower_Block, 0, 2); //put the pumpkin-like block you made here
    }
    }
    }

    return true;
    }
    }


    Good luck :)
    Posted in: Modification Development
  • 1

    posted a message on SCP: Containment Breach [Horror Map] [WIP]
    Like jump scares, horrors, SCP and Minecraft?
    This is the game for you.
    Recognize the word SCP?
    SCP-087 (AKA the staircase) which has numerous
    horror maps is one of the many SCP's
    What is it?
    • A horror Resource Pack and Adventure Map based off of SCP: Containment Breach by Regalis
    • Includes sound effects, HD textures and game-based game play
    Upon first release I plan on it containing
    • Full intro
    • All major gameplay SCP's and functions functioning
    • Completely textured blocks, mobs and items
    • Full SFX incorporated
    • At least one of the Gate endings
    • TBD
    Gameplay
    • High mob damage so you cant tank mob damage
    • Blindness (of course :) ) and Slowness 1 or 2
    • Invincible mobs
    • There will be multiple easter eggs and nifty add-ons you can find legitimately and cheating ;P
    • Health does NOT regenerate on its own (requires health packs or certain other items).
    Higher Quality Game Play Images Coming Soon!
    Video footage with full SFX and GFX coming soon! I actually recorded a while's worth of footage but decided it wasn't worth posting so I'll make a new and better version later probably
    SCP's and items to be implemented
  • [
  • ~=work in progress]
    • SCP-173~ ("The Sculpture")- [Monster used TBD]: A critical mob in SCP since it is the antagonist in the original game. System TBD.
    • SCP-049* ("The Plague Doctor")- Zombie pigmen: Will be in the sewers as normally and will bring the zombies to life and spawn more while in the hunt. When touched by him, the player will "turn into a zombie" and result in death.
    • SCP-012* ("A Bad Composition")- Redstone contraption: When a player walks into the room besides his, the door will open on its own and pull the player towards it and kill them. System for pulling the player (or attracting them to it) TBD.
    • SCP-106~ ("The Old Man")- [Monster used TBD]: Will appear randomly and follow the player until he has run out of his high radius of location. When touched, player will be tp'd to the pocket dimension. System for TBD.
    • SCP-079~ ("The Old AI")- Redstone contraption: Will randomly shut/open doors in the distance and is the reason the containment breach occurred in the first place. Key element in completing the game as well.
    • SCP-714* ("The Jaded Ring")- Redstone contraption + item: Ring that helps take some damage (not from most SCP's and dangers) and keeps the user from contracting most illnesses. Cannot heal an illness obtained while not worn.
    • SCP-914* ("The Clockworks")- Redstone contraption: Fully operational with 5 outcome settings, an input and output, and pure awesomeness. Transforms items when thrown in; required to beat the game.
    • SCP-1025~ ("The Encyclopedia of Diseases")- Redstone contraption + item: When read (picked up) the user will contract the illness the book describes. Will ultimately lead to death. Unable to affect users wearing SCP-714.
    • SCP-008 ("Zombie Plague")- Redstone contraption: When player walks into the room, it will open up and give the player a virus that ultimately results in death. SCP-714 will keep you from contracting the virus.
    • SCP-500~ ("Panacea")- Redstone contraption + item: When used the player is healed and recovers from almost all illnesses.
    • SCP-513* ("The Cowbell")- Redstone contraption: when player approaches the object, a ringing will be heard that will make the player start to become insane and will summon SCP-513-1 that will start to harmlessly follow the player and appear out of nowhere and ultimately lead to the player's suicide (uncontrollable).
    • SCP-682 ("Hard-to-Destroy Reptile")- Redstone contraption: Will appear when you have broken out of the facility and [DATA EXPUNGED] (spoiler).
    • SCP-895~ ("Camera Disruption")- Long stairway leading to a hall and a room with a coffin. There isn't much to fear except for the extreme bass and camera shake in the area and the high chance to summon SCP-[DATA EXPUNGED]
    • SCP-420-J~ - Redstone contraption + item: Will [DATA EXPUNGED] (spoiler).
    • SCP-096* ("The Shy Guy")- Enderman: When you look at his face he will become aggravated and kill you. {Last thing needed is a way to keep it from tp'ing}
    • SCP-294* ("Coffee Machine")- Redstone contraption: Cups go in; drinks come out. It can be difficult to comprehend, I know...
    • SCP-035 ("Possessive Mask")- There isn't much to go off of yet since I personally haven't encountered it yet as it's new. I'll definitely add the event with options that work same as SCPCB.
    • Bullet Proof Vest*- Diamond armor [likely to change]: Both normal and upgraded versions don't do much of anything against anything besides bullets. Useful for escaping the MTF (Mobile Task Force which is trying to re-control and re-contain the facility as well as save all personnel and kill all rogue class-D personnel (which is you)).
    • Gas Mask*- Pumpkin: When worn, looks as if an actual gas mask was worn and protects you from smoke and gives extra speed. Now thanks to 14w07a I can test for the player wearing it and add sound effects :D
    • First Aid Kit*- Apple/Golden apple: When used, heals wounds (Wounds DO NOT heal over time).
    • Hazmat Suit~- Diamond Boots? [likely to change]: When worn, protects player from SCP-008; also slows player.
    • Battery*- Coal: Both 9v and 18v batteries are in game and used to activate certain items. Strange battery will shock the player and ultimately kill them.
    • Documents~- Books: Contains information about different SCP's. Also made the Origami item which is from putting documents into SCP-914 at a certain setting. {So many different documents to make and place around ._.' }
    • Master Card/Playing Card*- Items: Useless cards that are obtained when a key card is wrongly put through SCP-914. (May ruin that game if you ruin all the key cards in the map) (I might make it so that you can turn them back into level 1 key cards).
    Ideas that need work at the moment [will be updated periodically] [point is to get suggestions]
    • SCP-106: Mob used is undetermined. Possible mobs include: Creeper and Skeleton.
    • SCP-173: Mob used is undetermined. Possible mobs include: Creeper and Skeleton. Making the line of sight system isn't possible in vanilla without the object being in a set position (or at least not possible without tons of redstoning that's not worth the effort of doing in the big map) so for now it will probably just creep over to you and blow you up (snap your neck) ((SFX and GFX will match accordingly)).
    • SCP-096: The enderman will teleport around the map so I need some sort of data tag to prevent that. If anyone knows what it is if any that'd be great; or if there is none.
    • Anything else listed as partial or TBD in the above section
    • Anything that has yet to be implemented
    • Throw out suggestions you'd like to see as well!
    Maps and Layout
    • I can only have one layout since it's only Minecraft so it shouldn't be too hard to play the game especially if you've already played it or a friend has.
    • I am currently working on making all the rooms separately in a different world then am going to export the MC-edit schematics and piece it all together :)
    • I will try to make the layout be as big as possible so that there is a lot of game play but I don't want to way way way overdo it.
    • Currently I have a huge portion of the layout organized already. I'm doubtful on the official release being soon, but it's making it's way along; that I can guarantee :)
    More sections coming soon!
    Main purpose of posting as of now is
    a. to alert those who are fans that this is coming
    b. so the community can have some say B)
    c. why not :)
    Want to help spread the news?
    Signatures:
    (having trouble posting just code ._.)
Posted in: WIP Maps
  • 1

    posted a message on How do you make games like Skyblock?
    Quote from Xylisn

    What do you mean? Like a tool to give you a blank world?

    McEdit is good for that, you can delete the chunks around you and make a platform for you to start building the map within Minecraft?
    http://www.mcedit.net/

    Is that what you mean?


    That's what I thought and did for the past year or two but just this past week I found out there's a MUCH MUCH better way to remove all blocks. It literally removes all.

    You open the custom world settings and set it to superflat, remove dirt and grass layers so it's just bedrock.
    Then go into settings (or something like that, I don't have it open atm) and change the 7 to a 0
    it looks something like 2;7;5

    then when you load it there will be no blocks, so then you have to open it with mcedit or some other world edit and add a beginning block
    Posted in: WIP Maps
  • 1

    posted a message on [ADV] Pokemon Johto in Minecraft! ~ 1.7.2 ~ IN-GAME POKEMON NOTEBLOCK MUSIC! 375,000 DLs+ (ONLY WORKS IN MINECRAFT 1.7)
    Quote from blitzscrank

    I'm a little confused about the idea but I think I understand what you want to do. In my opinion the best solution would be to have no music :P
    But then the map would be like any other pokemon map. I might save the ogg file of the pokemon songs playing on the noteblocks so there will (hopefully) be no copyright.

    As for scoreboards, those things frustrate me so much since I tried to use them a few weeks ago and failed miserably. All the tutorials are confusing and the only thing I remember is something about /scoreboard dummy
    Quote from blitzscrank

    I'm a little confused about the idea but I think I understand what you want to do. In my opinion the best solution would be to have no music :P
    But then the map would be like any other pokemon map. I might save the ogg file of the pokemon songs playing on the noteblocks so there will (hopefully) be no copyright.

    As for scoreboards, those things frustrate me so much since I tried to use them a few weeks ago and failed miserably. All the tutorials are confusing and the only thing I remember is something about /scoreboard dummy


    I wouldn't go about removing sound, but either record and play it or set an option to disable it or not.

    As for scoreboards, I'll try and give a basic and adequate explanation for using it here.

    *Creates a objective that "is a dummy" that you control by adding points to it with commands* (there are other non-dummy objectives that update automatically by using an item, killing a mob, moving, and much more)
    /scoreboard objectives add copyright dummy copyright

    *Changes the value of the objective* (You can replace set with add or remove if you'd like. It might help cut down on people skipping gyms and getting insta-8th gym status if you went a heavily reliant on command blocks route with the map)
    /scoreboard players set @a[*insert parameter] copyright 1

    *Play the sound for specific players* (Let's just say for this instance that the song is theme_song)
    /playsound theme_song @a[score_copyright_min=0,score_copyright=0] ~ ~ ~

    *If you decided to have gyms being beaten unlock paths you could do something like this*
    /scoreboard objectives add gym dummy gym
    *when first gym leader is beaten* (I'm not sure exactly how to test that except maybe an item recognizing system with hoppers?)
    /scoreboard players set @a gym 1
    *to recognize the score status as one number you need a max and min at the same number* (set a decent speed pulse to it. it doesn't need much updating)
    /testfor @a[score_gym=1,score_gym_min=1]
    *have a comparator leading into multiple command blocks*
    /setblock X Y Z air 0

    I kinda got carried away with some ideas but at least they're slightly easier to visualize and replicate now lol.


    And you do by chance know how the .json files work for creating custom sounds? I can make a quick example if you'd like
    Posted in: Maps
  • 1

    posted a message on [ADV] Pokemon Johto in Minecraft! ~ 1.7.2 ~ IN-GAME POKEMON NOTEBLOCK MUSIC! 375,000 DLs+ (ONLY WORKS IN MINECRAFT 1.7)
    Quote from Chaospillager


    IF YOU WANT TO READ THE ACTUAL IDEA, SKIP TO PARAGRAPH 3!!!

    An idea popped into my head while watching some youtube vids. I was looking at this problem, and I think I figured out some kind of... solution. While not perfect, would still work nicely. As I have seen, the music from the pokemon game can... lag the HELL out the computer. While using multiple files (my solution) could work, the loading for the files would be horrendous. The sound files would probably need to be of high quality to make them not sound like garbage (or high enough) and also not so long so that they lag out people's computers. This can be a problem as you need the perfect point in which the music can play without unrecognisable music and lag. Here's what I say:

    Originally, you were using noteblocks. That failed... but we can get over it. Let's overwrite the music block notes with music! Oh no... OH NO!!! So... lag killed a lot of computer's... and sound volumes bursted a lot of eardrums, BUT WE CAN GET OVER IT! Let's just try adding the sounds to custom folder... and I don't know how. Now we have a bigger problem at hand. Content ID + copyrighted music = D: So... what do we do? Well, the map is a re-creation on Minecraft, and no one claims to Minecraft really, so we're ok on that. But the music will be a problem, unless we use noteblocks, but we know how that went.

    ----IDEA STARTS HERE---- Let's just cut that there. My idea is to revisit the old-school noteblocks, but add a new twist. Put it in unison with the newer, sound producing command blocks. Here's how it will go down. Simply create the sound with the noteblock studios creator thing (I don't know what it is), make it into a .ogg file format and add it to a custom folder to produce the sounds there. Since it's Minecraft noteblocks, it's not technically the same, so... nothing will happen to youtuber (hopefully :/).

    I do think that Erag0n1's idea would work really well! In fact, it should be added as well as this idea. This way, if a youtuber is unsure, they can just disable it! (this took 2 tries to make). Also, it could be low quality and still be really good + it shouldn't lag anything badly if it's a long song!


    Why thank you :)

    But yeah as you said if you used let's say 8-bit music that's not too long where it freezes the game to load and have a disabling option it should be perfect (or if not 8-bit then you could record the song in its entirety made from noteblocks and use that as the .ogg sound file).

    I also noticed that in the new resource pack mob sounds stopped working. I took a quick peak into the files and the name of the sounds should be "sounds" rather than "sound" as it's labeled. And custom sounds could go anywhere in the folder although directly in the sounds folder with the other folders is easiest because it's less to specify in the .jason file for the custom sound (which if you don't already know you need to do for each sound you want to add). If anything in any of my comments is someone you're unfamiliar with or need help understanding more feel free to PM me and I'll try to go into explicit details. I'd like to see this map succeed :)
    Posted in: Maps
  • 1

    posted a message on [ADV] Pokemon Johto in Minecraft! ~ 1.7.2 ~ IN-GAME POKEMON NOTEBLOCK MUSIC! 375,000 DLs+ (ONLY WORKS IN MINECRAFT 1.7)
    Blitz, you should mcedit out the water surrounding the map now that you've made the map images or at least hollow out the map underground. It would help reduce some of the lag it's creating. Same with removing the tons of note blocks underground - they heavily dropped my fps and for little to no use. Instead you should add a custom sound of the actual music and set it to play with a command block one time. Updating spawn points to be automatic with /testfor would also help modernize the map.

    I'd love to play the newest update but it's too laggy to enjoy :C
    Posted in: Maps
  • To post a comment, please .