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    posted a message on BetterAutoGenerators v1.2 [Cobble Gens no Longer Generate Only Cobble] [Native BL Addon] [MCPE 1.1.4.51 - 1.2.13.60]
    Quote from XzebioboX»

    Im sorry to ask but how do i install it? It is an .apk and i installed that but it doesn't work. Please help. In have android by the way

    Or can jou just make it into an .js file so i can use it in blocklauncher.


    All that you need to do is install the apk and the mod should show up in blocklauncher. It is a native bl addon.
    (Also, just updated to 1.13.60 as that might have been your problem)
    Posted in: MCPE: Mods / Tools
  • 1

    posted a message on Why are addons called addons if they only replace instead of adding?

    Hey it seems you are one of the few that isn't sticking their head in the sand and pretending like addons are anything more than crap. (I know that probably offended a lot of you, but its pretty much true). Anyway, windows 10 version does not have any viable method of modding besides this addon junk, so sorry. Maybe someday microsoft will implement a better modding system...

    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on BetterAutoGenerators v1.2 [Cobble Gens no Longer Generate Only Cobble] [Native BL Addon] [MCPE 1.1.4.51 - 1.2.13.60]
    Quote from Kasek_55»

    stupid question but Is this android only :(


    yes, unfortunately this is Android only.
    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on BetterAutoGenerators v1.2 [Cobble Gens no Longer Generate Only Cobble] [Native BL Addon] [MCPE 1.1.4.51 - 1.2.13.60]

    Just updated this to 1.2.1.1! one of the first released native mods for 1.2.1.1

    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on Custom Ore Generator code?

    Well here is this, I reverse engineered the exact code that generates the patches of ores in the world from the game code, this should help:

    Quote from MrAndyPE»

    Quote from MrAndyPE»

    For anyone interested, here is my reverse engineered ModPE generator code (note this is only the code to generate an ore patch at a given x y z coordinate, not the code to actually place each of the patches in the world):

    function WorldGenMinable(blockId, numberOfBlocks = 6, blockToReplace = 1) { this.blockId = blockId; this.numberOfBlocks = numberOfBlocks; this.blockToReplace = blockToReplace;  this.generate(x, y, z) { var direction = Math.random() * Math.PI; var var7 = ((x + 8) + Math.sin(direction) * this.numberOfBlocks / 8.0); var var9 = ((x + 8) - Math.sin(direction) * this.numberOfBlocks / 8.0); var var11 = ((z + 8) + Math.cos(direction) * this.numberOfBlocks / 8.0); var var13 = ((z + 8) - Math.cos(direction) * this.numberOfBlocks / 8.0); var var15 = (y + Math.floor(Math.random() * 3) - 2); var var17 = (y + Math.floor(Math.random() * 3) - 2);
     for(var currentBlock = 0; currentBlock <= this.numberOfBlocks; ++currentBlock) { var var20 = var7 + (var9 - var7) * currentBlock / this.numberOfBlocks; var var22 = var15 + (var17 - var15) * currentBlock / this.numberOfBlocks; var var24 = var11 + (var13 - var11) * currentBlock / this.numberOfBlocks; var var26 = Math.random() * this.numberOfBlocks / 16.0; var var28 = (Math.sin(currentBlock * Math.PI / this.numberOfBlocks) + 1.0) * var26 + 1.0; var var30 = (Math.sin(currentBlock * Math.PI / this.numberOfBlocks) + 1.0) * var26 + 1.0; var var32 = Math.floor(var20 - var28 / 2.0); var var33 = Math.floor(var22 - var30 / 2.0); var var34 = Math.floor(var24 - var28 / 2.0); var var35 = Math.floor(var20 + var28 / 2.0); var var36 = Math.floor(var22 + var30 / 2.0); var var37 = Math.floor(var24 + var28 / 2.0);
     for(var var38 = var32; var38 <= var35; ++var38) { var var39 = (var38 + 0.5 - var20) / (var28 / 2.0);
     if(var39 * var39 < 1.0) { for(var var41 = var33; var41 <= var36; ++var41) { var var42 = (var41 + 0.5 - var22) / (var30 / 2.0);
     if (var39 * var39 + var42 * var42 < 1.0) { for(var var44 = var34; var44 <= var37; ++var44) { var var45 = (var44 + 0.5 - var24) / (var28 / 2.0);
     if (var39 * var39 + var42 * var42 + var45 * var45 < 1.0 && getTile(var38, var41, var44) == this.blockToReplace) { setTile(var38, var41, var44, this.block, 0); } } } } } } } }};



    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on How do i remove existing crafting recipes using ModPE

    No way to do this in ModPE... possible using native mods.

    Posted in: MCPE: Mod / Tool Help & Requests
  • 1

    posted a message on How I do code mod?

    just redownload 1.1.4 by leaving the beta, 1.2 is trash anyway...

    Posted in: MCPE: Mod / Tool Discussion
  • 0

    posted a message on Addons replace only?
    Quote from MrSkullz»

    Thanks for the reply!


    I've gone all the way down the rabbit hole to look at custom hacking on Nukkit to get what I want, heh heh


    Regarding the json files, would it be possible to perhaps extend a mob similar to villagers or are all the variants hard coded?


    As far as I know, even variants are not customizable through .json addons.
    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on Tips for changing block behavior in add-ons?
    Quote from MikeFM»

    I've followed the links, downloaded and examined the resource pack and behavior pack files, and all that as recommended in the Add-On FAQ page and I haven't figured out how to manipulate block behavior. Is this possible? I have a couple simple ideas in mind I wanted to try to get my feet wet but I'm not having a lot of luck.


    Idea one is to change the grass path block to be have more like the normal grass block. I assumed this would be a case of cutting and pasting some stuff from the grass block to the grass_path block so that I'd end up with paths that can have gates placed on them and such.


    Idea two is to create a simple UI for the noteblock so that the desired note could be simply typed or picked on a little keyboard. If possible I'd like to make it so the blocks texture would be tinted to match the color of it's note and maybe show the instrument it's playing as. I can see the UI for the command block and others but I don't see how these are associated with the blocks.


    Any pointers?


    This really needs to be done with Native BL Addons. The .json addon system cannot modify block behavior in almost any way. Both of these ideas are possible with Native BL Addons, but idea 2 might be a little challenging.
    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on Addons replace only?

    Nope, there is no way in the crappy .json addon system to create any new mobs without overriding current mobs. If you want to make a new Mob, look into ModPE or even better Native Mods.

    Posted in: MCPE: Mods / Tools
  • 1

    posted a message on How I do code mod?

    For anyone interested, here is my reverse engineered ModPE generator code (note this is only the code to generate an ore patch at a given x y z coordinate, not the code to actually place each of the patches in the world):

    function WorldGenMinable(blockId, numberOfBlocks = 6, blockToReplace = 1) {
    	this.blockId = blockId;
    	this.numberOfBlocks = numberOfBlocks;
    	this.blockToReplace = blockToReplace;
    	
    	this.generate(x, y, z) {
    		var direction = Math.random() * Math.PI;
    		var var7 = ((x + 8) + Math.sin(direction) * this.numberOfBlocks / 8.0);
    		var var9 = ((x + 8) - Math.sin(direction) * this.numberOfBlocks / 8.0);
    		var var11 = ((z + 8) + Math.cos(direction) * this.numberOfBlocks / 8.0);
    		var var13 = ((z + 8) - Math.cos(direction) * this.numberOfBlocks / 8.0);
    		var var15 = (y + Math.floor(Math.random() * 3) - 2);
    		var var17 = (y + Math.floor(Math.random() * 3) - 2);
    
    		for(var currentBlock = 0; currentBlock <= this.numberOfBlocks; ++currentBlock) {
    			var var20 = var7 + (var9 - var7) * currentBlock / this.numberOfBlocks;
    			var var22 = var15 + (var17 - var15) * currentBlock / this.numberOfBlocks;
    			var var24 = var11 + (var13 - var11) * currentBlock / this.numberOfBlocks;
    			var var26 = Math.random() * this.numberOfBlocks / 16.0;
    			var var28 = (Math.sin(currentBlock * Math.PI / this.numberOfBlocks) + 1.0) * var26 + 1.0;
    			var var30 = (Math.sin(currentBlock * Math.PI / this.numberOfBlocks) + 1.0) * var26 + 1.0;
    			var var32 = Math.floor(var20 - var28 / 2.0);
    			var var33 = Math.floor(var22 - var30 / 2.0);
    			var var34 = Math.floor(var24 - var28 / 2.0);
    			var var35 = Math.floor(var20 + var28 / 2.0);
    			var var36 = Math.floor(var22 + var30 / 2.0);
    			var var37 = Math.floor(var24 + var28 / 2.0);
    
    			for(var var38 = var32; var38 <= var35; ++var38) {
    				var var39 = (var38 + 0.5 - var20) / (var28 / 2.0);
    
    				if(var39 * var39 < 1.0) {
    					for(var var41 = var33; var41 <= var36; ++var41) {
    						var var42 = (var41 + 0.5 - var22) / (var30 / 2.0);
    
    						if (var39 * var39 + var42 * var42 < 1.0) {
    							for(var var44 = var34; var44 <= var37; ++var44) {
    								var var45 = (var44 + 0.5 - var24) / (var28 / 2.0);
    
    								if (var39 * var39 + var42 * var42 + var45 * var45 < 1.0 && getTile(var38, var41, var44) == this.blockToReplace) {
    									setTile(var38, var41, var44, this.block, 0);
    								}
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    };
    Posted in: MCPE: Mod / Tool Discussion
  • 1

    posted a message on How I do code mod?
    Quote from Temena»

    I don't see why it wouldn't be a good solution; back before native modding was made available through Blocklauncher all we had was ModPE. Sure there may be a better way but there aren't huge downsides to it. The only reason I could see it being a problem is working with certain phones and their lack of power. But as long as it's being run on a somewhat ok device, performance would be fine, and even on slow devices the mod would be passable. Also, I understand that you wouldn't be implementing natural ore generation if you used ModPE, you could create an algorithm that mimics natural generation to the point of you not noticing a difference.

    Though, HopBop, if you are willing (and MrAndyPE willing to help) I would say you should try learning and least a basic understanding of native mods. It would help you in the long run for modding and general programming knowledge.

    lol yeah that's basically what I was trying to say. Actually, I could reverse engineer the code back to ModPE and make it exactly the same too, which might be cool to try.
    Posted in: MCPE: Mod / Tool Discussion
  • 1

    posted a message on How I do code mod?
    Quote from Temena»

    I haven't done ModPE in a while, but here is a basic overview. You can find out how to do all of the stuff I explain on Connors wiki.

    First, you need to create a new block, and a new item. This is your ore block and the ore itself. Then, you need a block destroyed hook (it's called everytime a block in the world is destroyed), use an "if" statement to see if it's the block you made. Lastly, if it is, drop your new ore. You can also take it further and make weapons. There are a lot of mods like this too if you do a search in this forum. There were a lot of new ore and new ore weapon mods.

    Note: unless you use existing textures, you'll need to create some. This part, I can't help you with. Do any experienced modders want to explain this subject better and how to import textures?

    Definitely a good guide so far. However, this really only applies to defining an ore block and it dropped item. I think the question was referring to how to make the ore generate in the world like it does in MCPE. Although something similar to the ore generation mechanics of MCPE can be reproduced in ModPE, it is nonetheless not a good solution and the only way to really add fully function ore generation is through Native Mods. Surprisingly, this is a comparatively easy process as far as native mods go. If you are at all interested I could explain how you could do this.
    Posted in: MCPE: Mod / Tool Discussion
  • 0

    posted a message on How I do code mod?
    Quote from AdminGamer101»

    There really aren't any mods for MCPE. Instead, they are called addons. For more information, check the page below:


    https://minecraft.net/en-us/addons/


    Um...
    WHAT?
    Since when are there no mods for MCPE? Mods for MCPE have been developing over the years and current most powerful way to mod MCPE is with Native Mods. So called "addons" are really not mods in any way, and (as can be seen by this forum) have almost killed this community. If you want to code a good mod for MCPE you need to learn to program in C++, and learn about substrate hooking.
    Posted in: MCPE: Mod / Tool Discussion
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