My mouse is also not centered at the block i'm breaking/placing with, it's like 10cm off.
Anyways, thanks for making this program. I hope you can fix these errors soon
The buttons work though, just the mouse is not centered. All you have to do is drag the program of the screen until the mouse (not your mouse but the mouse that places the blocks) Is on the buttons and it should work.
MAJOR REQUST-----
MOAAAARRRRR grid space!!!!!! I am making a LARGE castle, city, farms, market place and i need ALOT more grid space. SUGGESTION- Make the grid never run out of space. THE WAY ID DO IT(Not coding) basically my idea would to be after you make the grid infinite make a new control that when you click and hold, it will move the grid around so you can go as far, high etc. as you want.
Just a helpful suggestion (I do reallllly hope you add this though) :biggrin.gif:
OMG! Ive been looking for ages for a tool like this as i was making the structure in java and it took me 3 hours to make, it then decided to go apeshit and my whole MCP was corrupted and i couldn't get the code to generate the structure back... but now i have this :biggrin.gif:
I'll put up a section on recipes, and explain everything like that :smile.gif:
The only way I think you could do this, would be to edit the world generator class. As long as the ground is grass or dirt, you wouldn't need to worry about trees and grass. If you are doing your village in one world gen file(no components like the normal villages), then for pathways and things you would probably just need to set the blocks as air.
world.setBlockWithNotify(i, j, k, 0);
That is the code for setting a block to air if you need it.
Alright thanks bro ima try it out! Ill link you to my mod if you want, when im done it atleast. :wink.gif:
Hey do you or someone you know, or even a random tutorial How to make a boundry for my custom generated villages and make it so that stuff like trees, grass and other crap will not spawn there. If you know how to do this please help :sad.gif: .. as my mod basically needs this to work.
I know some stuff about GUI's, Structure generation, Custom mob affects(like if its hostile it can still spawn in the day) and some other things.. but im unsure of how to make a boundry for my custom generated villages and make it so that stuff like trees, grass and other crap will not spawn there. If you know how to do this please just put a reply on this forum.. as my mod basically needs this to work. If you need me to tell you about some codes like the ones i mentioned at the start, just ask. thanks. :biggrin.gif:
I have a question. How do you add a modded item to a recipe?
You mean add a recipe for your custom item?
If thats what you mean then here:
THIS IS ONLY IF YOU HAVE MODLOADER, if you don't download it, it will help you.
ModLoader.AddRecipe(new ItemStack(ItemNameHere, 1), new Object[] {
"##", Character.valueOf('#'), Item.stick });
basically the 1 in "(ItemNameHere, 1) is the quantity you will recive.
Yeah i agree its not very neccessary, but if its his first i give him a because im making a mod right now and i know how difficult it could be :/ anyways nice mod! :tongue.gif:
Alright... so now i got the bomb to work when i right click it will throw it but it doesn't explode on contact and when i throw it, it comes out as a small grey block.. im pretty sure the small grey block is because i didn't set a render for it? anyway here is my code in case you know how to fix it.. [
ENTIY****
public class Entity**** extends EntityThrowable
{
public Entity****(World world)
{
super(world);
}
public Entity****(World world, EntityLiving entityliving)
{
super(world, entityliving);
}
i had to add this code part for some reason ->@Override
protected void onThrowableCollision(MovingObjectPosition movingobjectposition) {
// TODO Auto-generated method stub <-
}
If you get an error, hover your mouse over it and it will often show you the solution.
You have to import map from java utils :wink.gif:
No, see thats the thing, i already know to do those things but there is no option to import it and when i type it in manually it still is incorrect and ive refreshed eclipse and everything which was why i was wondering "map" was changed to somthing else like "world.entityJoinedWorld" changed to "world.spawnEntityInWorld".
EDIT: Its because im stupid and forgot to put on top of that "public void AddRenderer(Map map) {" :dry.gif:
It mean that every abstract method from EntityThrowable has to be in your Entity****
Easiest way to do this in eclipse is hover over the error and select "implement abstract methods" or something like that.
Thanks for that but i have another question, now when i do "map.put(net.minecraft.src.Entity****.class(etc.. etc..) "map" is underlined and says it cannot be resolved so my question is, has that changed now in 1.1 too? :huh.gif:
Hey robbie ive made a throwable explosive but im getting 2 errors. The first one is easy i just need to know what it changed to because i think in 1.1 it changed, which is "world.entityJoinedWorld", but i can't find it anywhere under "world.java". Secondly under entity**** i wrote "public class Entity**** extends EntityThrowable", but it says "the type entity**** must implement the inherited abstract method EntityThrowable.onThrowableCollison(moving object position). I know you've helped me out alot before and i understand if you are tired of me :tongue.gif: , but if you could help that'd mean alot to me <3
EDIT: the part where i said "world.entityJoinedWorld" is under Item**** if it helps you more. :biggrin.gif:
EDIT AGAIN: aha! I found out my first error by one of your past posts helping someone out with the "world.entityJoindWorld" and i got it, but im still having problems with the other one..
First of all, this section is "Tutorials" (Can you not read) Secondly, No one will even think about downloading that because you have like 1 post, no screen shots, nothing but one word which is "download" and a link to that.
First of all, Why would you even want to do that? Secondly, you would need to edit the base class files of minecraft which would cause your mod to be incompatible with like everyother mod, so you might just want to stick with adding ores rather than taking them out.. :wink.gif:
0
The buttons work though, just the mouse is not centered. All you have to do is drag the program of the screen until the mouse (not your mouse but the mouse that places the blocks) Is on the buttons and it should work.
MAJOR REQUST-----
MOAAAARRRRR grid space!!!!!! I am making a LARGE castle, city, farms, market place and i need ALOT more grid space. SUGGESTION- Make the grid never run out of space. THE WAY ID DO IT(Not coding) basically my idea would to be after you make the grid infinite make a new control that when you click and hold, it will move the grid around so you can go as far, high etc. as you want.
Just a helpful suggestion (I do reallllly hope you add this though) :biggrin.gif:
0
3
Alright thanks bro ima try it out! Ill link you to my mod if you want, when im done it atleast. :wink.gif:
2
0
You mean add a recipe for your custom item?
If thats what you mean then here:
THIS IS ONLY IF YOU HAVE MODLOADER, if you don't download it, it will help you.
ModLoader.AddRecipe(new ItemStack(ItemNameHere, 1), new Object[] {
"##", Character.valueOf('#'), Item.stick });
basically the 1 in "(ItemNameHere, 1) is the quantity you will recive.
If it doesn't work(which it should) just tell me.
0
1
ahhhh its pretty good for your first mod! keep it up! I too almost released my first mod.. until ALL of my files got deleted. :sad.gif:
0
Yeah i agree its not very neccessary, but if its his first i give him a because im making a mod right now and i know how difficult it could be :/ anyways nice mod! :tongue.gif:
0
ENTIY****
{
public Entity****(World world)
{
super(world);
}
public Entity****(World world, EntityLiving entityliving)
{
super(world, entityliving);
}
public Entity****(World world, double d, double d1, double d2)
{
super(world, d, d1, d2);
}
protected void func_40078_a(MovingObjectPosition movingobjectposition)
{
if(movingobjectposition.entityHit != null)
{
byte byte0 = 0;
if(!movingobjectposition.entityHit.attackEntityFrom(DamageSource.cactus, byte0));
this.explode();
}
for(int i = 0; i < 8; i++)
{
}
if(!worldObj.multiplayerWorld)
{
this.explode();
setEntityDead();
}
}
private void explode()
{
float f = 4F;
worldObj.createExplosion(null, posX, posY, posZ, f);
}
i had to add this code part for some reason ->@Override
protected void onThrowableCollision(MovingObjectPosition movingobjectposition) {
// TODO Auto-generated method stub <-
}
}
ITEM****
// Referenced classes of package net.minecraft.src:
// Item, EntityPlayer, PlayerCapabilities, ItemStack,
// World, EntitySnowball
public class Item**** extends Item
{
public Item****(int i)
{
super(i);
maxStackSize = 1;
}
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer)
{
if(!entityplayer.capabilities.depleteBuckets)
{
itemstack.stackSize--;
}
world.playSoundAtEntity(entityplayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));
if(!world.multiplayerWorld)
{
world.spawnEntityInWorld(new Entity****(world, entityplayer));
}
return itemstack;
}
}
MOD_****
public class mod_**** extends BaseMod
{
// DECLARE ITEMS
public static Item ****;
// DECLARE BLOCKS
//DECLARE OTHER
public mod_****()
{
// BOMB PROPERITIES
**** = (new Item****(ModLoader.getUniqueEntityId())).setItemName("****");
ModLoader.RegisterEntityID(net.minecraft.src.Entity****.class, "Bomb", ModLoader.getUniqueEntityId());
****.iconIndex = ModLoader.addOverride("/gui/items.png", "/****.png");
ModLoader.AddName(****, "****");
ModLoader.AddRecipe(new ItemStack(****, 1), new Object[] {
"X",Character.valueOf('X'), Block.dirt
});
}
public void load(){};
public String getVersion()
{
return "1.1.0";
}
}
0
No, see thats the thing, i already know to do those things but there is no option to import it and when i type it in manually it still is incorrect and ive refreshed eclipse and everything which was why i was wondering "map" was changed to somthing else like "world.entityJoinedWorld" changed to "world.spawnEntityInWorld".
EDIT: Its because im stupid and forgot to put on top of that "public void AddRenderer(Map map) {" :dry.gif:
0
Thanks for that but i have another question, now when i do "map.put(net.minecraft.src.Entity****.class(etc.. etc..) "map" is underlined and says it cannot be resolved so my question is, has that changed now in 1.1 too? :huh.gif:
0
EDIT: the part where i said "world.entityJoinedWorld" is under Item**** if it helps you more. :biggrin.gif:
EDIT AGAIN: aha! I found out my first error by one of your past posts helping someone out with the "world.entityJoindWorld" and i got it, but im still having problems with the other one..
1
Hey no problem man!
Im here to help! :laugh.gif:
0
0