- The_Zach
- Retired Staff
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Member for 13 years, 2 months, and 9 days
Last active Tue, Aug, 28 2018 02:16:24
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- 1,014 Total Posts
- 351 Thanks
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Atkana posted a message on Staff Members at MineConPosted in: Administrators & Moderators
This made me laugh :3 -
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Ms_Britten posted a message on Staff QuotesPosted in: Off topic, testing and misc. chat<Jesonomi> Aight, heading in for the night. Cya, everyone. Hello Muse, bye Muse. <Muserae> I rented the first 3 twilight movies :tongue.gif: <Muserae> night <Jesonomi> Why would you do that <Jesonomi> are you insane <jefe323> o_O <Ms_Britten> xD <Muserae> cause I finished the books :tongue.gif: <Jesonomi> uhm, nvm. O_O <Jesonomi> WAIT <Jesonomi> WHAT. <Jesonomi> ._. <Muserae> I have 20 pages left in the third book * Jesonomi ([email protected]) Quit (Quit: I think Muse may be a Twilight fan-Owait.)
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Gkardos posted a message on Moderator diary - Write what you've done todayI was making squiddles a belated b-day present. I may have done something wrong:Posted in: Off topic, testing and misc. chat -
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inlanoche posted a message on inLanoche's Tutorials [1.8] [ModLoader]inLanoche's 1.8 TutorialsPosted in: Tutorials
For use with ModLoader, MCP, and Eclipse
PLEASE READ THIS BEFORE POSTING:
I am basing my mod tutorials around 1 main mod_ java file. I will segment the various parts (blocks, items, mobs, etc.) as best I can, but I will be keeping them all managed by 1 mod file. Things you should know:
- You will need ModLoader, MCP and Eclipse if you want my help. You can post your recompile errors if you want, but I personal will not attempt to help you. 90% of recompile errors would be picked up by Eclipse. There are easy instructions on setting up Eclipse to work with the MCP.
- There are several files talked about as they are created edited. Know what they are:
- Main mod_ java file – This is file that extends BaseMod. This is manages all the changes you are adding to you mod. Know what it is, and in this tutorial, what I call it.
- Model, Entity, Item, etc. java file – These are the files that will hold your new object definitions. If I say “your mob’s Entity java file” know what that is. If you don’t you need to start at a beginner level tutorial. I may start at the basics, but only because I am starting anew with 1.8
- PNG file – your image files. Know where you keep them.
- Minecraft.jar or other jar file – Though the working folder with MCP will be the temp\bin\minecraft folder, know that your PNG files must also be placed in your \jars\bin\minecraft.jar in the same folder path. I will go over this once in a tutorial. Please don’t ask about it later on
- On your path to creating the greatest mod ever, do some paperwork first. These tutorials are based off of what I will be doing for my mod. I have worked most of it out on paper before starting. Know where you are going with your mod, or Start out with learning, throw that junk to the side and start over when you know what you can do. Modding is not as easy as it may seem, and seems to have a large drop off for those who are not prepared.
- This may seem TEXT HEAVY, but less questions get asked this way. If I feel that a video would help the tutorial, I will add one. I will not do a video because you don’t want to read. They take quite a bit of work (to make them proper) and quiet time which I don’t get often (2 kids).
Tutorials list and links:
--== Beginner Tutorials ==--
- The Main mod_ Java file
- Building a Block
- Your Block in the Game (Recipe + generation)
- Making a Simple Item ( + smelting)
- Adding Actions For your Block (collision and Activation+mob spawn)
--== Intermediate Tutorials ==--
- Adding a Basic Mob Entity (basic biped + spawning)
- Mob Follow Code (simple AI)
- Creating Fruit (part 1 of creating fruit trees)
- Making a Tree (part 2 of creating fruit trees)
- World Generation and Trees (part 3 of creating fruit trees)
- Seeds and Saplings (part 4 of creating fruit trees)
--== Advanced Tutorials ==--
- Advance Fruit Trees with Metadata(Advanced Trees Part 1)
- Fruit and Seeds (Advanced Trees Part 2)
- Mob with Inventory and GUI
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ShaRose posted a message on Terracraft - On Indefinite HiatusPosted in: Minecraft ModsQuote from trentv4Just give up! We know how to code, which most modloader people are having difficulty doing.
Most? As someone who's been hanging out in #Risucraft for almost a year, I can say with authority that 'most' people who ask about how to use ModLoader just don't know any java. Even if they do, usually it's one example and done.
And what's your actual excuse for not using any APIs? I can kind of see a reason if it's an api nobody uses and you only want one part, that's fine. But ModLoader and MinecraftForge are quite popular, and a lot of people have them installed already.
Heck, here's a counter-statement: The people who make most 'total conversion' mod projects tend to have overinflated egos.
Yes, that's insulting, and might even hurt: But at least I can say it and have some evidence. Since I know you won't bother reading the thread, around may they decided to unleash a fair bit of drama by saying other mods would be compatible with them over ModLoader (It never happened by the way), causing about a week of trolling and specific mod intervention.
Wait a second, you did something close to that just a few posts up! Not exactly, but you said you 'might' ask Risugami for permission to do a TerraCraft VERSION of ModLoader. How about you guys man up and use ModLoader? You can in fact overwrite ModLoader's classes like base classes: Just specify that in install instructions and you are done. MCExtended is one example of a mod that had to do this. And nobody complained, because he had a good reason for doing so. You guys are editing 4 classes: Block (ModLoader), GuiIngame, GameSettings (ModLoader), and Minecraft itself. Unless you are editing methods (Which you really shouldn't be doing, I might add) you can use modloader for adding blocks and pretty much instantly have compatibility with most mods. You probably don't even need to use ModLoader for GameSettings since most people don't use it. And even then, the idea that you think so highly of yourselves that you expect a major API that is the backbone for most mods should make a version just for you is absurd.
Sorry the above post seems like trollbait but quite honestly people like you boil my blood. The only times I ever edit base classes is if I actually need to. If I can get away with reflection or using an api I will. And it's not because I don't think myself very good at coding either, or because I like boring things: Editing a base class when there's no reason to is more exiting? It's because I think that compatibility should be forefront for modding: Without it, modding would likely be nowhere as big as it is now. It's just better in the long run, and there's no way you can argue otherwise. I'll even give an example: Would as many people be trying modding if it were as easy as it is now? Of course not. User TotallyNewAtMinecraft34523 wouldn't bother trying to mod without MCP and Modloader. If he didn't have MCP he'd have to code obfuscated, which isn't pleasant (I did it myself for a while: The first time I looked at mcp was april, and I've had mods since october or earlier). If he didn't have ModLoader he'd have to worry about conflicting his small mod with someone else's big mod: He might not even bother with it because he wants features from mod A, mod B, and mod C which are all incompatible with each other.
Since this is just going on into a rant, I'll add a tl;dr.
Get off your high horse, use an api, and get rid of that ego of yours. Nobody wants to deal with it. -
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TheMirror posted a message on [16x][every possible version] Curse Forums Craft!Posted in: Resource PacksThis is my new texture pack, Curse Forums Craft.
DOWNLOAD NOW
The Terrain.png
License:
Do whatever you want with it. -
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MinecraftArt posted a message on [W.I.P] [1.7.3 +] FamilyCraft [ModLoader Compatible]Posted in: Mods DiscussionHello, As you may know.. Minecraft is reaching it's 1.8 stages... Adding tons of new features like Hunger, Levels and more Objects. This seems like quite a big step in the right direction. So I had an idea, If they're making minecraft More realistic... Then why not add families to the game? That's exactly what I'm working on..
FamilyCraft will hold a ton of new things.. This won't be like the other 1000+ mods out in the world.. No, no, no.. This will add much more than just items and blocks.. Here is a detailed list of what will be added..
Mobs
Man Of The House - Obviously you will be the man of the house.. You will be able to marry a girl and have a few children of your own.. However, With Great power comes great responsibilities. You will have to find food for the kids and wife.. at least once a day.
Wife - The wife will be somewhat important.. Without a wife you will not be able to have any children.. Only one wife will spawn at a time... and when you give her your heart (added Item). She will love you and follow you around.. And mooch off your stuff.. Pretty much like every wife..
Children - You can have up to two children.. As of now.. They're useless.. :|
Items
Heart - Used to make a girl fall in love with you.
Clothes - Needed to clothe your kids.. Pretty self explanatory.
People who are asking me if this mod will include sexual content and/or sexual intercourse are purely immature.. This mod will be rated [PG] and will have no sexual themes.. whatsoever.. It takes 4 nights to make your wife pregnant.. The only thing it shows is your character sleeping.. It will then take 9 days for your child to be born. Again, No sex whatsoever so stop asking..
What I need from you... I could really use a Modeler/ Texture artist.. and Maybe a backup coder encase I can't figure out how to do something.. Otherwise, Modeler/Texturer is needed. :smile.gif:
Thanks for reading..
This mod has no release date and is only about 10% through completion... :-)
Pictures will come soon! :smile.gif:
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MinecraftArt posted a message on Mod Properties Text File?Hmm, I believe Strength has a tutorial on this.. Give me a second to find it.Posted in: Mods Discussion
Yes sir, I've found it..
Here is the link..
Enjoy! :smile.gif:
If I helped you.. Please hit that + button.. But most important, You should hit the + button on Strengths tutorial page. -
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Darquan posted a message on Item returning a new item.Posted in: Mods Discussion
Try something like this:
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer) { itemstack.stackSize--; entityplayer.heal(healAmount); // add needle to inventory ItemStack needle = new ItemStack(mod_FoodItems2.needle); if (!entityplayer.inventory.addItemStackToInventory(needle)) { // inventory is full so we drop the needle instead. entityPlayer.dropPlayerItem(needle) } return itemstack; }
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ThrowawayOatmeal posted a message on awesome mod ideasi HATE people saying that their own ideas are awesome...Posted in: Requests / Ideas For Mods - To post a comment, please login.
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This will make so when you use a specific item/block in a crafting recipe, that item won't be used. An example would be a bucket of milk in a cake, you get the buckets back.
In your mod_Whatever, you want to go to the static section, and add this:
whateverItem in the ( ) is what item will be returned when it's used in a recipe.
You can replace this with Item.stick, Block.dirt, whatever you want.
so it'll look like this:
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Kinda easy, kinda confusing, but it's not too bad.
Add this to your BlockWhatever
And this is what the mod_Whatever should look like
block and blockSide texture can be the same, but if you want it like a furnace, change the "block" texture. "block" acts as the front, while "blockSide" is every other side. If you want all sides the same, you still need to have "block", just copy and paste the texture with a new name.
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Ahh, I knew it was going to be something stupid.
Thanks everyone
-Muserae
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Pretty simple, again. This goes in ItemWhatever
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I haven't worked with multiple textured items YET. Once I feel like updating my healing mod I'll be adding one, and then I'll make a tutorial on it :smile.gif:
-Muserae
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-Muserae