• 0

    posted a message on Mod that encourages/rewards building?
    I've been playing better than wolves for the past couple of days and enjoying it. It's fun building things like windmills and the like, but I hate farming hemp... it just takes too long.

    I really enjoyed the building aspect of the mod, but the tedious farming turned me off. Are there any mods that encourage the building of structures or reward you for it? I really like the building aspect of the game much more than the survival.
    Posted in: Mods Discussion
  • 0

    posted a message on Adding textures with ModLoader
    Would you mind pasting a sample of your code?
    Posted in: Modification Development
  • 0

    posted a message on What is wrong with it?
    Get rid of the load you already have. Just c+p this:
    package net.minecraft.src;
    
    public class mod_MagmaPowder extends BaseMod
    {
       public static Item MagmaPowder;
       
       
       public void load()
       {
                
          MagmaPowder.iconIndex = ModLoader.addOverride("/gui/items.png", "/mpowder/mpowder.png");
                
          ModLoader.AddName(MagmaPowder, "Magma Powder");
       }
       
       static
       {
               new Item(1020).setItemName("Magma Powder");
       }
    
    @Override
    public String getVersion() {
            // TODO Auto-generated method stub
            return "1.2.2";
    }
       
    }
    Posted in: Modification Development
  • 0

    posted a message on What is wrong with it?
    public mod_MagmaPowder()
    {

    MagmaPowder.iconIndex = ModLoader.addOverride("/gui/items.png", "/mpowder/mpowder.png");

    ModLoader.AddName(MagmaPowder, "Magma Powder");
    }

    is now

    public void load()
    {

    MagmaPowder.iconIndex = ModLoader.addOverride("/gui/items.png", "/mpowder/mpowder.png");

    ModLoader.AddName(MagmaPowder, "Magma Powder");
    }
    Posted in: Modification Development
  • 0

    posted a message on Adding textures with ModLoader
    Yea, but he typed them all right.
    I'm having this problem too, you put your sprites in MCP>Jars>Bin>Minecraft.jar, correct?
    Posted in: Modification Development
  • 0

    posted a message on "Failed to load" problem [SOLVED]
    Quote from Slay3R?

    Thats not the only problem...

    The problem is you're defining 2 blocks with an ID higher than 255, which means it will crash.



    Oh ya, that's it. I gave my blocks ID's of 400 and 401. Thanks.
    Posted in: Modification Development
  • 0

    posted a message on "Failed to load" problem [SOLVED]
    I just downloaded the 1.0.0 MCP pack, updated my mod, and put in this new function "public void load()" into my mod_EMod file.

    Now when I try to run the game I get:

    ModLoader 1.0.0 Initializing...
    Overriding /terrain.png with /GoldSapTextures/GoldenLeaves.png @ 30. 44 left.
    Failed to load mod from "mod_EMod.class"
    Done.

    Here's the error:

    Minecraft: Minecraft 1.0.0
    OS: Mac OS X (x86_64) version 10.6.8
    Java: 1.6.0_29, Apple Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 4670 OpenGL Engine version 2.1 ATI-1.6.36, ATI Technologies Inc.
    
    java.lang.ExceptionInInitializerError
    	at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    	at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
    	at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
    	at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
    	at java.lang.Class.newInstance0(Class.java:355)
    	at java.lang.Class.newInstance(Class.java:308)
    	at net.minecraft.src.ModLoader.addMod(ModLoader.java:265)
    	at net.minecraft.src.ModLoader.readFromClassPath(ModLoader.java:1214)
    	at net.minecraft.src.ModLoader.init(ModLoader.java:733)
    	at net.minecraft.src.ModLoader.AddAllRenderers(ModLoader.java:162)
    	at net.minecraft.src.RenderManager.<init>(RenderManager.java:104)
    	at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:42)
    	at net.minecraft.client.Minecraft.startGame(Minecraft.java:314)
    	at net.minecraft.client.Minecraft.run(Minecraft.java:613)
    	at java.lang.Thread.run(Thread.java:680)
    Caused by: java.lang.ArrayIndexOutOfBoundsException: 400
    	at net.minecraft.src.Block.<init>(Block.java:209)
    	at net.minecraft.src.Block.<init>(Block.java:238)
    	at net.minecraft.src.BlockLeavesBase.<init>(BlockLeavesBase.java:18)
    	at net.minecraft.src.BlockGoldSapLeaves.<init>(BlockGoldSapLeaves.java:10)
    	at net.minecraft.src.mod_EMod.<clinit>(mod_EMod.java:33)
    	... 15 more


    Here's the code:


    public class mod_EMod extends BaseMod{
    	public String getVersion() {
    		
    		return "1.0.0";
    	}
    	
    	public mod_EMod(){
            ModLoader.AddName(GoldSapLeaves, "GoldSap Leaves");
            ModLoader.AddName(GoldSapLog, "GoldSap");		
            ModLoader.RegisterBlock(GoldSapLeaves);
            ModLoader.RegisterBlock(GoldSapLog);
    	}
    	
        public void GenerateSurface(World world, Random random, int i, int j)
        {
            BiomeGenBase biomegenbase = world.getWorldChunkManager().getBiomeGenAt(i, j);
            WorldGenGoldSapTree worldgennameheretrees = new WorldGenGoldSapTree();
            if((biomegenbase instanceof BiomeGenForest) || (biomegenbase instanceof BiomeGenForest))
            {
                int k = i + random.nextInt(16) + 8;
                int l = j + random.nextInt(16) + 8;
                int i1 = world.getHeightValue(k, l);
                worldgennameheretrees.func_517_a(1.0D, 1.0D, 1.0D);
                worldgennameheretrees.generate(world, random, k, i1, l);
            }
        }
    	
    	public static final Block GoldSapLeaves = (new BlockGoldSapLeaves(400, ModLoader.addOverride("/terrain.png", "/GoldSapTextures/GoldenLeaves.png"))).setHardness(0.2F).setLightOpacity(1).setStepSound(Block.soundGrassFootstep).setBlockName("GoldSapLeaves").disableStats();
    	public static final Block GoldSapLog = (new BlockGoldSapLog(401)).setHardness(2.0F).setStepSound(Block.soundWoodFootstep).setBlockName("GoldSapWood");
    
    
    	public void load() {
    		
    		
    	}
    	
    }


    There is no error in the code, no warning signs, nothing. I'm making a new tree right now, and the leaves/log/spawn files don't seem to be the problem, so I didn't post them. I can if you want though.
    Posted in: Modification Development
  • 0

    posted a message on Editing the Inventory GUI?
    okay, thank you.
    Posted in: Modification Development
  • 0

    posted a message on Editing the Inventory GUI?
    sorry -- forgot to mention I'm using modloader,
    so thant doesn't really work...
    Posted in: Modification Development
  • 0

    posted a message on Editing the Inventory GUI?
    bump --
    Posted in: Modification Development
  • 0

    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    Im pretty suer tamed wolves and wild wolves are different entities... maybe
    Posted in: Tutorials
  • 0

    posted a message on NEED TEXTURE ARTIST
    I would be kinds PO'ed if someone used something I made, called it has there own, and re-sold it.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on [1.8.1] Mod Help
    Yea, you really should use modloader, it's easier to program with too.

    just check Block.java, it lists all the blocks.
    Posted in: Modification Development
  • 0

    posted a message on Minecraft Custom Mod Crashes Game! Help!
    can you post the code? It's hard to know what's going on if you don't give us anything to see.
    Posted in: Modification Development
  • 0

    posted a message on Game crashing after fixing bugs for electric fence mod(cant figure out)
    Quote from narutoall76

    Well that recipe was messed up,as it needs 3 string places.abotu the placement,let me look into the code some more.

    NOPE

    In my mod, I have a couple of recipes that don't use all three ""'s, and I'm fine.
    net.minecraft.src.BlockeFence cannot be cast to net.minecraft.src.BlockFence

    That's where the problem is, according to the error message.
    It has something to do with BlockeFence extending BlockFence, I think
    Posted in: Modification Development
  • To post a comment, please or register a new account.