• 0

    posted a message on Minecraft Mod Maker Error
    Quote from TechGuy543

    Its because its outdated for minecraft code. This is why real modders, like me, hate these programs. The problems with them make numerous posts in this section, and then the Released Mods section get spammed with useless mods. Take my advice, learn to code. Dont waste your time with these useless programs. I could code a mod in the takes for one to be made in one of those programs. It really isnt that difficult.
    :steve_sneaky:



    I understand where you're coming from with this, and it is BY FAR much quicker to code something outside of one of those pre-built programs, but they do give people a nice area to start by, even if they do produce ludicrous amounts of errors.

    As for OP, there's lots and lots of tutorials out there, whether they are for Minecraft or Java, you just have to do some simple searching. Try Googling "Minecraft 1.0.0 creating mod tutorials"; when you do create your own mods, try to read the thrown error and attempt to correct it yourself. Can't learn if you don't try.
    Posted in: Modification Development
  • 0

    posted a message on Town walls on Multi Player
    Quote from Gharik90








    I'm making this by myself, on a server that I've been playing on (towny plugin). It might get griefed because most of it is in the wilderness but w/e. I'm still adding more to it so I'll post some pics of the finished wall when I'm done!

    You can see the top of my tower house in the first pic behind the wall. I also just now noticed I forgot some stone slabs in some places >.>



    Very beautiful work! It reminds me of my first castle I built back when I started the game.. for some reason I made it out in the middle of a lake though.. =/
    Posted in: Screenshots
  • 0

    posted a message on I need a server 2 host
    Quote from kodakthund

    im trying to play a multiplayer map and i need a server to use so basically im asking if anyone is willing 2 let me host 1 if u let me host then ur welcome 2 come



    You can play on any free servers as much as you like, you just have to find them.
    If I understand you correctly, you want someone to do the legwork of running a server, but you host it? I'm sorry, but there is a VERY slim chance that anyone would actually go for that. Most of the time, you have to have a decent, up to date computer to dedicate quite a bit of time and effort to hosting it, not to mention the bandwidth and specs required to host for the amount of players.

    TL;DR = I host a server myself, I don't think anyone would go for that idea. Sorry.
    Posted in: Server Support and Administration
  • 0

    posted a message on Fus Ro DahCraft
    Quote from eukey1337



    Check out this video, leave suggestions, I am working on updating it so you can push a person back with the command the same as if sprinted at. It is somewhat more difficult to code so please be patient, but enjoy this plugin :biggrin.gif:



    Detecting quite a few rude grammar Nazi's in this crowd...

    You coded that yourself? Very awesome! I love the idea. In my opinion, if its for a server, it should be admin only.. that's a decent power to have for all players.
    Posted in: Server Support and Administration
  • 0

    posted a message on Glowing entities
    Quote from xTwilight3

    Uhm, I've been thinking of a mod idea, but I am not sure how I would go about making an entity glow like a white sun. Any ideas?



    Was poking around some more today in SRC, and I found this in Entity.java; any idea if this could be used? I haven't tried it with anything of my own yet..


    public float getEntityBrightness(float f)
        {
            int i = MathHelper.floor_double(posX);
            int j = MathHelper.floor_double(posZ);
            if (worldObj.blockExists(i, worldObj.worldHeight / 2, j))
            {
                double d = (boundingBox.maxY - boundingBox.minY) * 0.66000000000000003D;
                int k = MathHelper.floor_double((posY - (double)yOffset) + d);
                return worldObj.getLightBrightness(i, k, j);
            }
            else
            {
                return 0.0F;
            }
        }
    Posted in: Modification Development
  • 0

    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    Quote from xXFallenHawkXx

    Thank You :laugh.gif: :biggrin.gif:
    I got it to work I thought I did my coding right :huh.gif: it says to do it that way in the tut.
    Thanks again I give you: :DORE: :DORE: :DORE: :Notch:

    -edit- How do I get it to be eaten like regular food?



    Yikes! Glad I didn't learn off this tut originally then :huh.gif:..


    For the food part, referring back to my mod_Eggnog file, the number nine (700, 9) at the end of this...:

    //Declare Eggnog
      public static final Item m_Eggnog = new Eggnog(700, 9) //here
        .setItemName("m_Eggnog"); 


    ...is how many hunger your food item will replenish. Remember, even though in-game you only have 10 "drumstick" hunger, Minecraft coding goes by a heal amount of 20, so 9 really equals four and a half hunger replenished.. 4 = 2 hunger, 2 = 1 hunger, 1.5 = 1/2 hunger, and so on. That should be all you need to do in your mod_** file.

    I'll give you my Eggnog file as well to base your work off of. (I should have coded it ItemEggnog, but I forgot to do so.. oh well). Follow it, and you should be able to eat your food as an item to replenish hunger! There should NOT be a variable of "healAmount" in this code; the "9" in the mod_** file will do its part, providing you extend your Item file properly with ItemFood.

    package net.minecraft.src;
    import java.util.Random;
    
    public class Eggnog extends ItemFood
    {
    
            public Eggnog(int i, int j)
            {
                    super(i, j, false);
                    maxStackSize = 16;
            }
            
            public ItemStack onFoodEaten(ItemStack itemstack, World world, EntityPlayer entityplayer)
            {
                itemstack.stackSize--;
                entityplayer.getFoodStats().addStatsFrom(this);
                world.playSoundAtEntity(entityplayer, "random.burp", 0.5F, world.rand.nextFloat() * 0.1F + 0.9F);
                return itemstack;
             }
    }


    Cheers :biggrin.gif:
    Posted in: Tutorials
  • 0

    posted a message on Permanent enchanting on Armor code?
    Quote from socal43

    I Thought Of This Aswell but Idk maybe A request? There will be someday


    Nevermind, found out the correct code & got everything working.
    Posted in: Mods Discussion
  • 1

    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    Quote from xXFallenHawkXx

    Hey guys, I need help, I have been stuck on the 'Making an Item with ModLoader' tutorial for a while now. :sad.gif: Here is my coding for mod_CabbageItem:
    package net.minecraft.src;
    
    public class mod_CabbageItem extends BaseMod
    {
    public mod_CabbageItem()
    	{
    	ModLoader.AddName(cabbageItem, "Cabbage");
    	}
    public static final Item cabbageItem;
    
    static
    {
    	cabbageItem = (new ItemCabbage(4001, 11)).setIconIndex(ModLoader.addOverride("/gui/items.png", "HealingHeart.png")).setItemName("cabbageItem");
    	}
    public String Version()
    	{
    	 return "1";
    	}
    public void AddRecipes(CraftingManager craftingmanager)
    {
    	craftingmanager.addRecipe(new ItemStack(cabbageItem), new Object[]{
    		" X ", "###", Character.valueOf('#'), Item.stick, Character.valueOf('X'), Item.porkCooked
    	});
    }}

    and here is my coding for ItemCabbage:
    package net.minecraft.src;
    
    public class ItemCabbage extends Item
    {
    private int healAmount;
    
    public ItemCabbage (int i, int j)
        {
    		super(i);
    		healAmount= j;
    		maxStackSize = 1;
        }
    public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer)
    {
    	itemstack.stackSize--;
    	entityplayer.heal(healAmount);
    	return itemstack;
    }}

    and the problem is I can't find out the error it just goes to a white screen when I run it through eclipse. I have tried Re-Installing minecraft and mcp but it keeps stopping on the white screen.

    -Edit- It says this in the eclipse console: Failed to load mod from "mod_CabbageItem.class"



    Your mod_CabbageItem coding is all over the place.. the reason its not loading correctly is because its calling for everything in the wrong sequence and area. Your ItemCabbage file looks fine, just your mod_** one. Refer to my code and try to set it up like mine, it makes it much simpler to read:

    public class mod_Eggnog extends BaseMod
    {  
    
      //Declare Eggnog
      public static final Item m_Eggnog = new Eggnog(700, 9)
        .setItemName("m_Eggnog"); 
      
      public String getVersion()
      {
        return "1.0.0";
      }  
      public void load() {  }
        
      public mod_Eggnog()
      {
     
        ModLoader.AddName(m_Eggnog, "Eggnog"); //Eggnog
    
        m_Eggnog.iconIndex = ModLoader.addOverride("/gui/items.png", "/ICTextures/eggnog.png");
    
        ModLoader.AddRecipe(new ItemStack(m_Eggnog, 2), new Object []{" p " , "ses" , " m " ,
            Character.valueOf('m'), Item.bucketMilk
            , Character.valueOf('e'), Item.egg   , Character.valueOf('p'), Block.pumpkin   ,       Character.valueOf('s'), Item.sugar});
    
    
      }
    
    }


    Hope I helped!
    Posted in: Tutorials
  • 0

    posted a message on Glowing entities
    Quote from TechGuy543

    I've kind of got it working. If you look in RenderEnderman, you'll see it renders it's eyes in that file. In the code, you'll see that it gives the texture a light map. Their eyes glow in the dark in-game. Adding a light map to the mob's texture is the way to do it.



    Excellent, thank you. I should be able to modify that to my liking! :cool.gif:
    Posted in: Modification Development
  • 1

    posted a message on MCP Symbol not found error
    Quote from jacobjr1

    +1 for who ever helps



    Well, its throwing the errors because it can't find the correct Class path's you have designated.

    Shouldn't:

    public class mod_Block extends BaseMod


    be:

    public class mod_PlatinumOreBlock extends BaseMod


    Also, I see in your code that you have all your Blocks and Items in the same file; there should be a seperate mod file for both Item's and Blocks, such as mod_PlatinumOreBlock and mod_ItemPlatinum, that way its a bit easier to separate out the errors; just have your mod_ItemPlatinum Items call for the material of Platinum that you have created.

    I'm attempting to help; I have created quite a few of my own mods, just don't take my exact word for what I've said.

    Here's a snipped of code from one of my mod_** files for you to use as an example if you like; it uses two other of my mod's to complete the recipe:

    package net.minecraft.src;
    import java.util.Random;
    
    public class mod_Sandwich extends BaseMod 
    {
    	
    
      //Declare HamSandwich
    	public static final Item m_HamSandwich = new HamSandwich(750, 15)
        .setItemName("m_HamSandwich"); 
      
      
      
      public String getVersion()
      {
        return "1.0.0";
      }  
      public void load() {  }
       
    
      {
    
        ModLoader.AddName(m_HamSandwich, "Ham 'n' Cheese Sandwich "); //HamSandwich
    
        m_HamSandwich.iconIndex = ModLoader.addOverride("/gui/items.png", "/ICTextures/hamandcheese.png");
        
         //HamSandwich Recipe    
         ModLoader.AddRecipe(new ItemStack(m_HamSandwich, 2), new Object []{" s " , "cpc" , " s " ,
           Character.valueOf('s'), mod_SlicedBread.m_SlicedBread,
           Character.valueOf('c'), mod_Cheese.m_Cheese   , Character.valueOf('p'), Item.porkCooked });
    
      }
    
    
    }


    Hope I helped somewhat!
    Posted in: Mods Discussion
  • 0

    posted a message on Glowing entities
    Quote from xTwilight3

    If it's straight forward then I guess it should work, never seen it before either. :ohmy.gif:



    I attempted this on one of my mods.. it compiled fine, but it didn't seem to change any brightness on my mod?

    Did anyone else ever get this working?
    Posted in: Modification Development
  • 0

    posted a message on Underwater Breathing in Minecraft 1.0.0 [SOLVED look here for answer]
    Quote from TheOnlyLanix

    MAJOR EDIT!:::


    I GOT IT TO WORK: code::

     public boolean OnTickInGame(float f, Minecraft mc) 
            {
            	ItemStack boots = mc.thePlayer.inventory.armorInventory[0]; 
                ItemStack legs = mc.thePlayer.inventory.armorInventory[1]; 
                ItemStack chest = mc.thePlayer.inventory.armorInventory[2]; 
                ItemStack helm = mc.thePlayer.inventory.armorInventory[3]; 
                
            	    if(helm != null && helm.itemID == mod_diver.DiveHelm.shiftedIndex)     
            	    {
            	    	mc.thePlayer.setAir(300);
            	    }
              }


    It was something with adding a float to the public boolean line :3

    Thank you for all of your kind support guyz!



    You wouldn't believe how freaking happy I am for finding this thread and your code! I've been searching for days for the proper way in 1.0.0+ to get underwater breathing to work. +1!

    Thank you!!!
    Posted in: Modification Development
  • 0

    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    Quote from jmangaws

    [13:59] CONFLICT @ 26
    [13:59] Exception in thread "main" java.lang.ExceptionInInitializerError
    [13:59] at net.minecraft.src.StatCollector.<clinit>(StatCollector.java:28)
    [13:59] at net.minecraft.src.StatList.<clinit>(StatList.java:23)
    [13:59] at net.minecraft.src.Block.<clinit>(Block.java:999)
    [13:59] at net.minecraft.src.TextureWaterFX.<init>(TextureWaterFX.java:22)
    [13:59] at net.minecraft.client.Minecraft.<init>(Minecraft.java:210)
    [13:59] at net.minecraft.src.MinecraftImpl.<init>(MinecraftImpl.java:21)
    [13:59] at net.minecraft.client.Minecraft.startMainThread(Minecraft.java:1955)
    [13:59] at net.minecraft.client.Minecraft.startMainThread1(Minecraft.java:1941)
    [13:59] at net.minecraft.client.Minecraft.main(Minecraft.java:2001)
    [13:59] at Start.main(Start.java:25)
    [13:59] Caused by: java.lang.NullPointerException
    [13:59] at java.util.Properties$LineReader.readLine(Properties.java:418)
    [13:59] at java.util.Properties.load0(Properties.java:337)
    [13:59] at java.util.Properties.load(Properties.java:325)
    [13:59] at net.minecraft.src.StringTranslate.<init>(StringTranslate.java:22)
    [13:59] at net.minecraft.src.StringTranslate.<clinit>(StringTranslate.java:13)
    [13:59] ... 10 more

    what do i do it wont work.



    That really doesn't help anybody trying to help you. Either refer to the first page and trace your errors from the provided guides, or post your code for us to help you.
    Posted in: Tutorials
  • 0

    posted a message on Permanent enchanting on Armor code?
    I searched the interwebs, minecraft forums & quite a bit of .java coding in decompiled MCP src, but I couldn't find anything that really helped me.

    I've created a helmet that I'm going to use as a "diving helmet". What I was hoping to do, was to add AquaAffinity III and Respiration III to it, or just disable the loss of air while underwater.
    I know there has been a few mods that basically do this already, but I wanted to try it out myself.

    Yes, I have modded some minecraft in the past, so I'm not a total noob to this.

    Any ideas? If you could supply some example/code for me, it would be greatly appreciated. I'm a visual type learner.

    Thanks! :smile.gif:
    Posted in: Mods Discussion
  • 0

    posted a message on Flan's Mod 5.5.2 Update : 1.12.2, 100s of new Skins! : Helicopters, Mechas, Planes, Vehicles, 3D Guns, Multiplayer, TDM, CTF
    Quote from ChildHeartLoser »
    Can I get a post to the most recent modloader and turboloader? Thank you.


    These are the most recent and work for the Planes mod in Beta 1.4:

    ModLoader Beta 1.4V2: http://dl.dropbox.com/u/20629262/Latest/ModLoader.zip

    Turbo Model Thingy v2.2 http://www.multiverseworks.com/minecraft/modelrendererturbo-v2.2-preview-14.zip

    Remember, the audio mod is OPTIONAL.
    Posted in: Minecraft Mods
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