i wanna ask you if you have a tutorial how to add my own material to make tools and stuff cause i wanna make a tool stonger then the material EMERALD/DIAMOND
Go and complete the "Weapons & Tools" tutorial. It will teach you how to do hose things.
Bro how do i turn all my mod_'s into a file where people can download it?
Run the reobfuscate.bat
Also, to everyone else with coding related problems. Please use the [ code] and [ spoiler] format with your coding so it makes it easier to read for me. Whenever it's the same color and jumbled in with the rest of your text, it gets kinda difficult to read.
I just read through your tutorials and you forgot to change .shiftedIndex to .itemID
Could you possibly teach me to update my mod? I use modloader and i've even tried reinstalling MCP and it has been throwing me a code saying all the coding is wrong and it can't recompile.
Okeei...bit isen't there a way to change a existing calss? I think using Potions isn't that fancy for my Mod. And it would be nice to know, if I wanna do anything different in future...
Go to your file to edit your armor. It should be like this on yours except the potion effect should be changed. Don't change any existing class files.
public static final Item GemChestplate = new ItemArmor(5002, EnumArmorMaterial.GEM, ModLoader.addArmor("Gem"), 1).setItemName("GemChestplate").setPotionEffect(Potion.****.id, 10, 0, 1F);
I forget what the numbers in the .setPotionEffect does, but you can mess with them. I know the first is how long it lasts.
Thanks for the Answer
Yes, new mod. In Detail: I'm trying to make a new Armor, wich affect the player's movement (without usign potions).
Well right now I'm having troubles updating my mod so I can't really see the code, but look for Potion.***.id on google or something for a list of what each does and replace the *** with the name of the effect. One of my mods uses "Potion.confusion.id" as an example.
Hey there. I want to make changes in the EntityLiving.java for my mod. So my question is: Is that possible with modloader?
I know how to add New Stuff like shown in this fancy Tutorial. But if i gat that the right way this isen't possible with Modloader, am I right?
Are you trying to make a new mob? If so it's possible. It just doesn't have a tutorial up yet. :\
Hey peeps. Sorry I haven't been on to help everyone for a while. I've been busy trying to find out how Forge works. :\ Still can't get it. Does ANYONE know how to update the mod to the newest version of Minecraft (1.4.7) because I can't get it to work. Also, if anyone needs general mod help, I'll be happy to help again since I'm back and not using Forge.
haha oh.... I guess I can't ever get help. Since i don't know where to start with the coding of my tree generation :/
this is literally what i have
that's it sorry i just need to know where to start.
The first page is a good place to start. Just go to the very first post and start reading. Start with the block tutorial and work down from there. You don't have to do them, just start to understand what everything does and once you do, you can go down to the tree/sapling tutorial and try that one.
My question isn't really being answered. Let me explain it in a little more detail: So I have an new armor that when equipped into one of my armor slots, creates a render on the player. But, it doesn't know which render, so it appears as a white blob. And, I have a new render, that when a certain item is equipped, it puts the render on the player. But, it doesn't know which item, so the render stays dormant. How do I tell my new armor "I am to use the new render when equipped" And how do I tell my new render "I will render when the new armor is equipped"
public static final Item GemHelmet = new ItemArmor(5001, EnumArmorMaterial.GEM, ModLoader.addArmor("Gem"), 0).setItemName("GemHelmet");
public static final Item GemChestplate = new ItemArmor(5002, EnumArmorMaterial.GEM, ModLoader.addArmor("Gem"), 1).setItemName("GemChestplate");
public static final Item GemLeggings = new ItemArmor(5003, EnumArmorMaterial.GEM, ModLoader.addArmor("Gem"), 2).setItemName("GemLeggings");
public static final Item GemBoots = new ItemArmor(5004, EnumArmorMaterial.GEM, ModLoader.addArmor("Gem"), 3).setItemName("GemBoots");
GemHelmet.iconIndex = ModLoader.addOverride("/gui/items.png", "/Textures/Armor/GemHelmet.png");
GemChestplate.iconIndex = ModLoader.addOverride("/gui/items.png", "/Textures/Armor/GemChestplate.png");
GemLeggings.iconIndex = ModLoader.addOverride("/gui/items.png", "/Textures/Armor/GemLeggings.png");
GemBoots.iconIndex = ModLoader.addOverride("/gui/items.png", "/Textures/Armor/GemBoots.png");
ModLoader.addRecipe(new ItemStack(GemHelmet, 1), new Object [] {"###", "# #", Character.valueOf('#'), mod_GemMod.GemBlock});
ModLoader.addRecipe(new ItemStack(GemChestplate, 1), new Object [] {"# #", "###", "###", Character.valueOf('#'), mod_GemMod.GemBlock});
ModLoader.addRecipe(new ItemStack(GemLeggings, 1), new Object [] {"###", "# #", "# #", Character.valueOf('#'), mod_GemMod.GemBlock});
ModLoader.addRecipe(new ItemStack(GemBoots, 1), new Object [] {"# #", "# #", Character.valueOf('#'), mod_GemMod.GemBlock});
ModLoader.addName(GemHelmet, "Tanzanite Helmet");
ModLoader.addName(GemChestplate, "Tanzanite Chestplate");
ModLoader.addName(GemLeggings, "Tanzanite Leggings");
ModLoader.addName(GemBoots, "Tanzanite Boots");
They both work so if something in yours is not like this, then that's probably whats wrong. Also, ignore the "Stone" in the RenderPlayer. It was a deleted project.
I have a little big error:
This is the error in mcp:
== MCP 7.25 (data: 7.25, client: 1.4.6, server: 1.4.6) ==
# found ff, ff patches, srgs, name csvs, doc csvs, param csvs, renumber csv, ast
yle, astyle config
== Recompiling client ==
> Cleaning bin
> Recompiling
'"C:\PROGRA~2\Java\JDK17~1.0_0\bin\javac" -Xlint:-options -deprecation -g -sourc
e 1.6 -target 1.6 -cl...' failed : 1
== ERRORS FOUND ==
src\minecraft\net\minecraft\src\mod_minecraftplus.java:37: error: <identifier> e
xpected
azufre.iconIndex = ModLoader.addOverride("/gui/items.png", "/pk/minecraftplus/it
ems/Azufre.png");
^
src\minecraft\net\minecraft\src\mod_minecraftplus.java:41: error: <identifier> e
xpected
ModLoader.addName(azufre, "Azufre");
^
src\minecraft\net\minecraft\src\mod_minecraftplus.java:41: error: <identifier> e
xpected
ModLoader.addName(azufre, "Azufre");
^
src\minecraft\net\minecraft\src\mod_minecraftplus.java:41: error: illegal start
of type
ModLoader.addName(azufre, "Azufre");
^
src\minecraft\net\minecraft\src\mod_minecraftplus.java:46: error: <identifier> e
xpected
azufre.setCreativeTabs(CreativeTabs.tabMaterials);
^
src\minecraft\net\minecraft\src\mod_minecraftplus.java:46: error: <identifier> e
xpected
azufre.setCreativeTabs(CreativeTabs.tabMaterials);
^
6 errors
and this is the code:
package net.minecraft.src;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.Map;
import java.util.Random;
public class mod_minecraftplus extends BaseMod
{
//bloques1
public static final Block oreAzufre = new BlockAzufreOre(160, 0).setStepSound(Block.soundStoneFootstep).setBlockName("oreAzufre").setHardness(1F).setResistance(5F).setLightValue(0.375F);
//objetos1
public static final Item azufre = new ItemAzufre(5000).setItemName("azufre");
public void load();
public void load()
{
//bloques2,1
oreAzufre.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/pk/minecraftplus/blocks/oreAzufre.png");
//bloques2,2
ModLoader.registerBlock(oreAzufre);
ModLoader.addName(oreAzufre, "Mena de azufre");
}
//objetos2,1
azufre.iconIndex = ModLoader.addOverride("/gui/items.png", "/pk/minecraftplus/items/Azufre.png");
//objetos2,2
ModLoader.addName(azufre, "Azufre");
//objetos(creativo)
azufre.setCreativeTabs(CreativeTabs.tabMaterials);
//generator_ore
public void generateNether(World world, Random random, int i, int j)
{
for(int k = 0; k < 5; k++)
{
int randPosX = i + random.nextInt(16);
int randPosY = random.nextInt(128);
int randPosZ = j + random.nextInt(16);
(new NetherGenAzufre(oreAzufre.blockID, 18)).generate(world, random, randPosX, randPosY, randPosZ);
}
}
public String getVersion()
{
return "alpha0.1 para 1.4.6";
}
}
Please help me D=
The two errors you get are because of a capital that shouldn't be there. make the two capital Azufre's lowercase
Because I went to see family in Michigan and had to time to be here since I'm one of the few who know enough to help and actually help. Also, Put them in your mod_*** folder unless told otherwise, but you need to put them in the right places.
Thank you, I only have two questions: 1. Is it with RenderPlayer that capitals are not accepted? 2. Do you mean the armor folder in the bin folder, or the armor folder in the .jar. 3. How do I tell RenderPlayer "*blank* Render goes with *blank* ItemArmor"?
>bin folder> minecraft
Put it in the bin folder straight from where you put the textures. Don't put it IN the texture folder, just the same place. This is the code for my gem armor. The word "Gem" needs to be replaced with what you use. It IS case sensitive.
public class RenderPlayer extends RenderLiving
{
private ModelBiped modelBipedMain;
private ModelBiped modelArmorChestplate;
private ModelBiped modelArmor;
private static final String[] armorFilenamePrefix = new String[] {"cloth", "chain", "iron", "diamond", "gold", "Stone", "Gem"};
if you put it before any armor numbered before it, IE diamond, it will be the texture of that. Say you make a new armor that has a ID before your custom armor, but after the original, It needs to be in between those.
Hi, I'm back, sorry I couldn't say Thanks but I got really busy and wasn't able to. :/ Anyway, I'm back, and I have a slight question. I added my armor name to RenderPlayer and put the texture I designed in the armor folder but I have a tiny problem: How do I make it so that the "blueStone" in RenderPlayer actually knows to attach the texture to my armor? 'cause It's still looking like a white blob. If you can help, please do.
public static final Item blueHelmet = new ItemArmor(5003,
EnumArmorMaterial.BLUE, ModLoader.addArmor("myhead"), 0)
.setItemName("blueHelmet");
public static final Item blueChestplate = new ItemArmor(5004,
EnumArmorMaterial.BLUE, ModLoader.addArmor("mychest"), 1)
.setItemName("blueChestplate");
public static final Item blueLeggings = new ItemArmor(5005,
EnumArmorMaterial.BLUE, ModLoader.addArmor("mylegs"), 2)
.setItemName("blueLeggings");
public static final Item blueBoots = new ItemArmor(5006,
EnumArmorMaterial.BLUE, ModLoader.addArmor("myfeet"), 3)
.setItemName("blueBoots");
If in the RenderPlayer file the name of the armour is "blue" then name your armor "blue_1" and "blue_2" like how armour is in a texture pack. Also, put a folder called "armor" in your bin folder so that it recognizes it.
Could you guys please put your Codes in Spoilers?!
Hey buddy, Did you try working with forge? I've been on break for the holidays so I was slacking in my coding. :] I haven't had time to mess with forge. Also, could you pm me how to put my pmc as my sig?
0
mod_rawCardboard.RawCardboard.itemID
Just replace "item.rawCardboard" with this in any spots. Also. Fix any misspellings I did for that.
0
Go and complete the "Weapons & Tools" tutorial. It will teach you how to do hose things.
0
Run the reobfuscate.bat
Also, to everyone else with coding related problems. Please use the [ code] and [ spoiler] format with your coding so it makes it easier to read for me. Whenever it's the same color and jumbled in with the rest of your text, it gets kinda difficult to read.
0
Then you can't make it. :\ Sorry, but I don't think you can add custom potion effects in like the way you are thinking.
Could you possibly teach me to update my mod? I use modloader and i've even tried reinstalling MCP and it has been throwing me a code saying all the coding is wrong and it can't recompile.
0
Go to your file to edit your armor. It should be like this on yours except the potion effect should be changed. Don't change any existing class files.
I forget what the numbers in the .setPotionEffect does, but you can mess with them. I know the first is how long it lasts.
0
Well right now I'm having troubles updating my mod so I can't really see the code, but look for Potion.***.id on google or something for a list of what each does and replace the *** with the name of the effect. One of my mods uses "Potion.confusion.id" as an example.
0
Are you trying to make a new mob? If so it's possible. It just doesn't have a tutorial up yet. :\
0
0
I believe 200 is a block ID number. Try using something higher and not taken?
0
The first page is a good place to start. Just go to the very first post and start reading. Start with the block tutorial and work down from there. You don't have to do them, just start to understand what everything does and once you do, you can go down to the tree/sapling tutorial and try that one.
0
and my Armor codes
They both work so if something in yours is not like this, then that's probably whats wrong. Also, ignore the "Stone" in the RenderPlayer. It was a deleted project.
0
The two errors you get are because of a capital that shouldn't be there. make the two capital Azufre's lowercase
Because I went to see family in Michigan and had to time to be here since I'm one of the few who know enough to help and actually help. Also, Put them in your mod_*** folder unless told otherwise, but you need to put them in the right places.
0
Put it in the bin folder straight from where you put the textures. Don't put it IN the texture folder, just the same place. This is the code for my gem armor. The word "Gem" needs to be replaced with what you use. It IS case sensitive.
0
If in the RenderPlayer file the name of the armour is "blue" then name your armor "blue_1" and "blue_2" like how armour is in a texture pack. Also, put a folder called "armor" in your bin folder so that it recognizes it.
0
Hey buddy, Did you try working with forge? I've been on break for the holidays so I was slacking in my coding. :] I haven't had time to mess with forge. Also, could you pm me how to put my pmc as my sig?