• 1

    posted a message on NEW ComcraftPVP -(WIP)- [1.6.2] | Survival/Factions|Shop|Towny|30+ Plugins BETA TESTERS/HELPERS NEEDED!
    Grrrr... no replies... Pictures anyone? Coming soon!
    Posted in: PC Servers
  • 1

    posted a message on NEW ComcraftPVP -(WIP)- [1.6.2] | Survival/Factions|Shop|Towny|30+ Plugins BETA TESTERS/HELPERS NEEDED!
    New server updates coming soon! Don't forget to buy those Beta Tickets!
    Posted in: PC Servers
  • 5

    posted a message on Sunset Forest [Nuke Creepers, Dungeons, and more]
    Sunset Forest Mod [WIP]
    Hello there, this is a mod I've been working on and it's a dimension mod. This is the sunset forest that adds many new things to the game. This is an idea thread. There is no download yet. Below is the stuff I'm working on.

    Nuclear Creepers (and the chaos they bring)



    Lumberjack (will add trading soon :D )


    Some blocks, ores (with corresponding gems) and the portal


    Pretty Sunset :D


    Cabin (not rare and contain a chest with wooden planks and stone tools)





    That's about it for now, I am currently working on the dungeon and the "creeper cafe" a little surprise ;) along with tools and armor.



    Signature (my current one)
    Signature can be found here (code wasn't working so I put it in pastebin)

    WORK LIST
    8/24 - Added trading
    8/25 - Worked more on lumberjacks with random textures
    8/27 - TONS of tweaking
    8/28 - Organization/efficiency of code
    8/30 - Retexturing
    9/2 - Added flame bow/arrow
    9/3 - Added flame skeletons (pics coming soon!)
    9/8 - Added tools
    9/18 - Added a record disc
    Posted in: WIP Mods
  • 1

    posted a message on Super Heroes in Minecraft! - Making a comeback!
    Let me guess, you won't let anyone use this in their mod packs either? (not that I want this)
    Posted in: Minecraft Mods
  • 2

    posted a message on Put a picture of your pet
    This is my dachshund Scooby. He had neck and back problems and became paralyzed about 2 weeks ago. We had to put him down. Saddest moment of my life.

    R.I.P. Scoopy :'(
    Posted in: General Off Topic
  • 1

    posted a message on [32x] Rising From Dawn [1.2.5]
    Nice! Should have more replies :)
    Posted in: Resource Packs
  • 3

    posted a message on Minecraft Modding Tutorials (Beginner to Advanced 100+ Tuts!)
    Minecraft Modding Tutorials

    WITH MODLOADER

    Hello there! Today I am going to be giving you a ton of tutorials for you guys
    to check out. I will also be sharing
    some of my own that I could not find anywhere else.
    Tell me if there are any I should add that aren't in here.




    My Tips and Tutorials

    If you made a custom mob and a GUI (Graphical User Interface) This might help you.
    This will open your custom GUI when you click your mob. Add this code right above the
    last curly brace }
    public boolean interact(EntityPlayer par1EntityPlayer)
    	 {
    		 {
    			 ModLoader.openGUI(par1EntityPlayer, new GuiTutorial());
    			 return true;
    		 }
    		
    	 }
    Making your GUI Item Specific (clicking on your entity with a certain item)
    public boolean interact(EntityPlayer par1EntityPlayer)
    	 {
    		 ItemStack itemstack = par1EntityPlayer.inventory.getCurrentItem();[/center]
    		 if (itemstack != null && itemstack.itemID == Item.bread.shiftedIndex)
    		 {
    			 ModLoader.openGUI(par1EntityPlayer, new GuiBurnt());
    			 return true;
    		 }
    return false;
    		
    	 }
    What this does is it uses the interact method which is used for milking a cow, saddling a pig,
    shearing a sheep etc. If you want to click on your entity change Item.bread.shiftedIndex to Block.dirt.blockID
    You can use any item or block. To use a custom Item/Block look below


    How to use custom items/blocks throughout any code


    mod_YourMod.TutorialBlock.blockID
    mod_YourMod.TutorialItem.shiftedIndex
    Using dyes in crafting

    If you look in all the minecraft source code, there is a RecipeDyes class. In that is all the dye recipes. Note that as you might need to use it for reference.

    Where in your crafting it would usually be Item.whatever replace it with this
    underneath that is what it should look like all together
    (new ItemStack(Item.dyePowder, 1, 6)
    (new ItemStack(Item.coal, 1, 1)
    
    ModLoader.addRecipe(new ItemStack(tutorialBlock, 4), new Object[] { "c", Character.valueOf('c'), (new ItemStack(Item.dyePowder, 1, 6))});
    
    ModLoader.addRecipe(new ItemStack(tutorialBlock2, 4), new Object[] { "c", Character.valueOf('c'), (new ItemStack(Item.coal, 1, 1))});
    The first number stays 1. The second number is the damage value of the item (TechGuy has dye item ids on his tutorials) I also included the same thing but with charcoal since its not Item.charcoal.
    (Charcoal MUST be (Item.coal, 1, 1))

    Dimension extras (TheInstitutions Modding tutorials has a series on dimensions)
    Changing fog color
     public Vec3 getFogColor(float par1, float par2)
    {
    return Vec3.getVec3Pool().getVecFromPool(0.20000000298023224D, 0.029999999329447746D, 0.029999999329447746D);
    }
    The three huge numbers are RGB (red, blue, green)in that order. So if you want to the fog to be red, make the first 1.0D and the other two 0.0D and etc for blue and green. That combination of numbers will make it that dark ugly red fog in the nether. If you want purple: 0.5D, 0.0D, 0.5D (mix 1/2 red 1/2 blue) and you can get creative.
    Ore extras
    How to make your ore drop multiple items, xp and usable with silk touch
    package net.minecraft.src;
    
    import java.util.Random;
    
    public class BlockSunStoneOre extends Block
    {
    protected BlockSunStoneOre(int par1, int par2)
    {
    super(par1, par2, Material.rock);
    setTickRandomly(true);
    }
    
    /**
    * Ticks the block if it's been scheduled
    */
    //can't explain, just required
    
    public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)
    {
    if (par1World.isAirBlock(par2, par3 + 1, par4))
    {
    int i;
    
    for (i = 1; par1World.getBlockId(par2, par3 - i, par4) == blockID; i++) { }
    
    if (i < 3)
    {
    int j = par1World.getBlockMetadata(par2, par3, par4);
    
    if (j == 15)
    {
    par1World.setBlockWithNotify(par2, par3 + 1, par4, blockID);
    par1World.setBlockMetadataWithNotify(par2, par3, par4, 0);
    }
    else
    {
    par1World.setBlockMetadataWithNotify(par2, par3, par4, j + 1);
    }
    }
    }
    }
    
    /**
    * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been (AKA creates the collision box for the damage code)
    * cleared to be reused)
    */
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
    float f = 0.0625F;
    return AxisAlignedBB.getBoundingBox((float)par2 + f, par3, (float)par4 + f, (float)(par2 + 1) - f, (float)(par3 + 1) - f, (float)(par4 + 1) - f);
    }
    
    /**
    * Returns the bounding box of the wired rectangular prism to render.
    */
    public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
    float f = 0.0F;
    return AxisAlignedBB.getBoundingBox((float)par2 + f, par3, (float)par4 + f, (float)(par2 + 1) - f, par3 + 1, (float)(par4 + 1) - f);
    }
    
    //I made it here so you take damage when you walk on it, like the ore is harmful or something (optional)
    /**
    * Triggered whenever an entity collides with this block (enters into the block). Args: world, x, y, z, entity
    */
    public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity)
    {
    par5Entity.attackEntityFrom(DamageSource.cactus, 1);
    }
    
    //this code tells the ore to drop xp. I made the chance 100, but you can change that. The +1s on the 2nd and 3rd line tell it how much xp to drop. change both of them to the same (ie both +1s will have to +5 if you want 5 xp)
    public void onBlockDestroyedByPlayer(World world, int i, int j, int k, int l)
    {
    Random generator = new Random();
    int chance = generator.nextInt(99) + 1;
    int l1 = generator.nextInt(5) + 1;
    if(chance< 100){
    world.spawnEntityInWorld(new EntityXPOrb(world, i, j, k, l1));
    }
    }
    {
    this.setCreativeTab(CreativeTabs.tabBlock);
    }
    public int idDropped(int par1, Random par2Random, int par3)
    {
    return mod_SunsetForest.sunGem.shiftedIndex;
    }
    //self explanatory. If you have silk touch it will act as other ores, and will not drop the xp yet drop the block not the gem
    protected boolean canSilkHarvest()
    {
    return true;
    }
    //this tells the ore to drop a slight chance of blazepowder (optional)
    public void dropBlockAsItemWithChance(World par1World, int par2, int par3, int par4, int par5, float par6, int par7)
    {
    if (!par1World.isRemote)
    {
    byte byte0 = 20;
    
    if ((par5 & 3) == 3)
    {
    byte0 = 40;
    }
    
    if (par1World.rand.nextInt(byte0) == 0)
    {
    int i = idDropped(par5, par1World.rand, par7);
    dropBlockAsItem_do(par1World, par2, par3, par4, new ItemStack(i, 1, damageDropped(par5)));
    }
    
    if ((par5 & 3) == 0 && par1World.rand.nextInt(15) == 0)
    {
    dropBlockAsItem_do(par1World, par2, par3, par4, new ItemStack(Item.blazePowder.shiftedIndex, 1, 0));
    }
    }
    
    super.dropBlockAsItemWithChance(par1World, par2, par3, par4, par5, par6, par7);
    int var8 = 1 + par1World.rand.nextInt(1) + par1World.rand.nextInt(1);
    this.dropXpOnBlockBreak(par1World, par2, par3, par4, var8);
    }
    }

    That all might be a bit confusing, but let everything is explained in comments.




    Well that's it for now! Anything that you need help with and can't find a tutorial on, ask and I will be glad to help!
    Posted in: Tutorials
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