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    posted a message on DoggyStyle - Domestic Dog Breeds
    Quote from LookooLucie»

    Oh my goodness such a great mod, I can't wait for 1.8! I couldn't find any other mod like this :D also Wiener dogs are another well known dog, incase you were looking for more dog ideas


    Actually dachshunds were added in one of the more recent updates- they just don't have pictures for them yet ;)
    Posted in: Minecraft Mods
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    posted a message on Entity with melee/ranged attack toggle and energy blast ability

    Was continuing to play around with the attack toggle- still no luck. I cannot for the life of me figure out what's going on in Vanilla's AIs because most of the variable names are still random letters and numbers and aren't commented, so I can't figure out how to combine them. Also took a look at the creeper's explode AI because that checks how far the entity (creeper) is from the player... I may have gotten a little from that, but still not enough. So if someone could give me a simple outline of how to go about coding up an attack toggle, that would be great. Heck, even pseudocode would be helpful. I'd post my code, but... I got nothing to show for it. All I really got to was copying the AI classes and changing a few of the variable names to be more appropriate :/


    I also still have absolutely no idea how to proceed with the second two questions :/ They're definitely different from anything I've done before...


    Thanks!

    Posted in: Modification Development
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    posted a message on World Generating structures.
    Quote from Killerjdog51»

    alright, im going to try to get a custom house to spawn in my dimension.


    Ah, best of luck! :)
    Posted in: Modification Development
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    posted a message on How do I make my mob hold an enchanted sword
    Quote from Justoboy»

    I can also export to 1.8 if it works(I learned from youth digital so the program exports and stuff so I cant update or anything I am not quite sure how it works)


    Oh, you did YD's program, too? That's how I learned to mod, lol :P
    Unfortunately 1.7 is a big change from 1.6, and 1.8 is even bigger. 1.8 is... a pain in the tail, to say the least >.< I would upgrade to 1.7 first because that's one of the most used versions still and because 1.8 introduced a stupid amount of basically unnecessary changes. If you want a challenge, feel free to go with 1.8, but... don't say I didn't warn you. If you want to start a new mod from scratch, then it's probably OK to use 1.8 because you won't be trying to convert everything, but otherwise 1.8 is a pain.

    Here's a tutorial on setting up a workspace for 1.7:
    http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571599-1-7-x-modding-with-forge-1-jdk-eclipse-forge-and

    Unfortunately, with 1.7, biomes became much harder to add. That's the one major thing that I found was REALLY hard to work around. I'd start by taking all your code from 1.6 and just copy-pasting it into 1.7. You're gonna get a crazy load of errors which will take time to fix, but once you've got that worked out, it'll be better.

    After finishing with YD, I used a lot of internet tutorials to figure out how to do stuff. There are a ton of tutorials for 1.7 out there, so for most basic stuff (like entities) you'll be in pretty good shape. Jabelar, Wuppy, and Bedrockminer's tutorials are some of my favorites.

    Also, the Minecraft source code is your friend. Yes, it can be a complicated, confusing mess with crazy variable names at times, but a lot of the time the people who make Forge have nicely renamed all those crazy names to things that people can actually understand. Reading through the source code for Minecraft will help you understand a lot more than even a lot of tutorials once you start to grasp how it works (which may take a while lol :P). But trust me- once you can understand the source code, you're in pretty good shape ;)
    Posted in: Modification Development
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    posted a message on How do I make my mob hold an enchanted sword
    Quote from HappyKiller1O1»

    Even if it's easier to learn, you'll have to re-learn a bunch when updating to 1.7.10.


    True, but it can help you get a better understanding of Java in general- principles that apply to any version.
    Posted in: Modification Development
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    posted a message on How do I make my mob hold an enchanted sword

    If you need an example of this in the source, check EntitySkeleton. I believe they were already able to hold enchanted bows in 1.6.4...

    Though HappyKiller is correct- 1.6 is pretty outdated. It is an easier version to learn if you're just starting out, but you may want to look into upgrading to 1.7.10 soon ;)

    Posted in: Modification Development
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    posted a message on World Generating structures.
    Quote from Killerjdog51»

    And the reason I have my own chunk provider is because it's my own dimension. And when i first created it from a modding tutorial I found that making my own chunk provider (because I have my own custom world blocks) was the easiest way to do so.


    Ohhhhhh, in that case you do need your own chunk provider ;) Makes sense now ;) And ah, congrats! Looks like a cool mineshaft, btw ;)
    Technically I think my code *would* work for a custom dimension, but I'm not positive... if you wanna play with it, go ahead, but it seems like your method is working just fine so you my want to stick with that for the time being ;)
    Posted in: Modification Development
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    posted a message on World Generating structures.
    Quote from Leviathan143»

    There are very good reasons we advise learning Java before starting modding, please do not spread misinformation. Without at least a basic understanding of Java, you will constantly run into problems due to lack of understanding. Be patient and don't rush into it, you will get to the more interesting stuff soon enough. Below are two links which help explain the basic concepts needed to program in Java:
    https://docs.oracle.com/javase/tutorial/java/nutsandbolts/index.html
    https://docs.oracle.com/javase/tutorial/java/concepts/index.html

    Yeah, no one's saying not to learn at least some Java O.o But there's also a lot you can learn about Java through modding. And I do speak from experience...
    Posted in: Modification Development
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    posted a message on World Generating structures.

    Are you trying to spawn one that randomly generates, or one that always has the same shape? Since you're mentioning mineshafts, I suspect it may be the former, and I'm not too familiar with how the whole "random generation" part works, however I have made a structure that spawns at random locations in the world. It also looks like you're trying to rewrite the entire chunk generation. This probably isn't necessary- I've been able to make several structures that spawn in the world without overriding the chunk provider. If you want to keep doing it this way, it's probably possible- but I can't help you there because I've hardly played with chunk providers and stuff :P

    Also note that this code was written in 1.7.2. Some functions may be slightly different from then to 1.7.10 (not positive...), but the principles remain the same.


    Nether Dog Dungeon (spawns in the Nether!)

    Old Ruin (spawns in the Overworld)


    This structure gen file tells the world provider where to generate the structures.

    StructureGen


    Finally, you need to place this code into your init function in your main mod file:


    GameRegistry.registerWorldGenerator(new StructureGen(), 5);



    In regards to how "proper" this code is, I'm not certain- but I do know that it works. It doesn't use quite the same methods as Minecraft's generation, but it is fully functional. The way I wrote out everything block by block is, admittedly, rather cumbersome, however I like it for testing purposes because it makes it easier to change individual blocks. If I ever do anything serious with the mod I may use a less cumbersome function, but this works for now.


    Feel free to steal my code- I don't mind :P Just please do give me credit to me if you use a large portion of it. I'm not going to come after you with a pitchfork if you don't, but I put a great deal of time and effort into writing this up so it would be nice to be credited for it ;)

    Also, if you want to pop either of these pieces of code directly into your mod just to test, make sure you change the entities it's trying to spawn! These files use custom entities from the mod I was trying to make, and I'm pretty sure it will crash your game if you don't change it.


    Now, the one thing about these is that they spawn virtually the same structure each time. If you want a lot of variation between structures (like mineshafts, strongholds, and villages in Vanilla), you'll have to code something up for that. But I hope this at least gives you somewhere to start ;)


    One more thing. You mentioned feeling like this might be "out of your league". Even if that's the case, don't give up! When I started modding, I had literally never touched or seen Java before. I had a little experience with C#, but that was it. Now, I know I still have a ton to learn (heck, I've made probably 5 topics in this forum in the last week because of questions :P), and I'm certainly by no means an expert, but I've come a long way from where I started. I'm doing things now that I've never even dreamed of doing back when I first started modding. And honestly, most of my knowledge comes from internet tutorials. I know there are people who would disagree, but for me, modding has been a great way to learn code. Don't get discouraged just because you don't know something. After all, every time there's something you don't know, you've just been given an opportunity to learn ;)


    Hope this helps, and happy modding!

    Posted in: Modification Development
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    posted a message on DoggyStyle - Domestic Dog Breeds
    Quote from Zeus_TGV»

    You said it, bro. So many people asking a question that is unnecessary if they read literally the first line of the main post.

    Anyway, sorry it's been a while since you've heard from us. Holidays and general life stuff wait for no man. But I'm really working hard again on updating to 1.8. A lot of the changes make the conversion really tedious and complicated.

    I have to ask though, Forge has releases for 1.8.8 and 1.8.9, does anyone play those, or is it pretty much 1.8 for modded Minecraft? Just looking at the Curse list it seems 1.8.8 and 1.8.9 are way less popular but I wanted to ask the community for their opinions.

    I'm not sure how much of a difference there is, as I've really only glanced at it. I know a lot of 1.7.2 mods required very little if any change to work for 1.7.10, not sure if that same thing applies to 1.8/1.8.8/1.8.9. But depending on what everyone thinks I might try and switch my development branch, so... thoughts?



    We've been asked a lot to not badger them for the update. Modding takes a ton of time and a ton of effort, and the change from 1.7.10 to 1.8 is pretty messed up- idk what the Minecraft devs were thinking when they changed like everything and a half about how the game works, but it is what it is >.<

    That said, basenjis would be cool ;)

    Posted in: Minecraft Mods
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    posted a message on DoggyStyle - Domestic Dog Breeds
    Quote from dingdong1234»

    How do you currently find traits in the dogs? I read that the corgi's had a herding trait, but nothing shows up in the dog menu when I right click. How would you find that?


    I believe you can only find it in second-gen or third-gen dogs... if I recall...
    Posted in: Minecraft Mods
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    posted a message on Entity with melee/ranged attack toggle and energy blast ability

    Heyyyy look it's me again >.<

    I have another question- actually, two. Actually three.


    Firstly, I want to make an entity that switches between a ranged attack and a melee attack depending on how close its target is. After checking into it some, I'm guessing this means I need to make an AI. So I started looking at the code for skeletons since they can have either a bow or a sword depending on their type, and checked their AIs. I'm guessing I need to make something to see how close the attacked entity is, and if the entity backs out of melee range the attacker switches to a ranged attack. Usually I check the Minecraft source for this, however, the code for the AIs isn't commented very well, and many of the variable names are weird things like f7558_2b and crazy stuff like that, and I cannot for the life of me figure out what it's trying to do. So if someone could simply explain how I could go about writing an AI code for that, it would really be appreciated :P


    Secondly, I was wondering how you could make it so that the player could generate a sustained energy blast from their hands. I suppose in theory I *could* just do like a rapid-fire retextured snowball that does damage and shoots at incredible speed, but this just sounds like a recipe for lag to me, and I doubt it would be aesthetically pleasing. What I'd like to do is take the renderer for a lightning bolt and have it spawn a custom entity with that texture from the player's hands at an angle toward where the crosshairs are pointing, but looking at the code it's kind of driving me crazy because I can't figure it out. I also want it to be a straight beam, not forked like lightning. I think I need to do stuff with the vertex and whatnot, but... yeah, I'm struggling to figure that out. Basically what I want to do is steal the texture from the lightning bolt and use it to render a straight blast that comes from the player's hands. Oh, and I would like to trigger this event when the player left-clicks with an empty hand while wearing a specific suit of armor... not sure to know how to make that work either, so if someone knows, please tell me how...


    Also, does anyone happen to know how to stop a player from changing their armor? I want to use it with my current setup because right now the player can get infinite useless chestplates, leggings, and boots, and I think it screws up the NBT data tags stuff, so... what I'd like to do is tell when the player clicks on an armor slot and when they try and move the armor (or replace it with something else) it stops the event before it does anything. I can't find the right event handler, though... and I'm a little stuck...


    So yeah... if anyone knows how to do either of these two things, that would be great. The source code is being very unhelpful, unfortunately.

    Thanks!

    Posted in: Modification Development
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    posted a message on Custom resource type location

    Thank you so much for your help! The string returning as null was indeed due to the fact that it had already read through the file! I corrected this issue, and the statement now prints correctly into the chat.

    Thanks again!

    Posted in: Modification Development
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    posted a message on Custom resource type location

    Oh my word, I feel like an idiot now- I didn't even think about how the readline would be starting at the end of the file! That makes sense, though- and thanks for the code, Andry. I'll take a look at it and try to implement it!

    Posted in: Modification Development
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    posted a message on Custom resource type location

    Ugh... one last issue. For some reason, the string always returns as null. Using print statements, I was able to determine that it is cycling through the lines correctly, it's just... not reading the string as anything but null. I must have done something wrong, but I'm not sure what...


    NovaModSpeechHandler


    Thanks again!

    Posted in: Modification Development
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