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    posted a message on WIP[1.1]Dragon Craft Z[V0.4.1] [3000+ downloads!][Looking for a coder]
    Quote from fireymaster6

    And you weren't exactly the "Sole holder" of the source you just had the job of taking care of it for a certain amount of time. PWNED :iapprove:

    for the record acctual i was as they had to get the source from me and where all lost without me having updated it
    Posted in: WIP Mods
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    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    Quote from Brucey_Bonus

    When you tested the mod, were you able to successfully open/ close the door?

    yes but it was only 1 block tall. il see about adding a pic in a sec.
    Posted in: Tutorials
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    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    Quote from Brucey_Bonus

    Could* I maybe take a look at the code you used?

    sure here it is:
     
    package net.minecraft.src;
    
    import java.util.Random;
    
    public class mod_clothdoor extends BaseMod
    {
    	public mod_clothdoor()
    	{
    		//register
    		ModLoader.RegisterBlock(clothdoor);
    		//textures
    		clothdoor.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/clothdoor.png");
    		clothdoorI.iconIndex = ModLoader.addOverride("/terrain.png", "/clothdoorI.png");
    		//names
    		ModLoader.AddName(clothdoor, "WoolDoor");
    		ModLoader.AddName(clothdoorI, "Wool Door");
    		//recipes
            ModLoader.AddRecipe(new ItemStack(clothdoorI, 1), new Object[] {
                "XXX", "XXX", "XXX", Character.valueOf('X'), Block.cloth
            });
    	}
    	
    	public String Version()
    	{
    		return "clothdoor";
    	}
    	
    	public static final Block clothdoor;
    	public static Item clothdoorI;
    
    	static
    	{
    		clothdoor = (new BlockDoor(200, Material.wood)).setHardness(1F).setStepSound(Block.soundClothFootstep).setBlockName("doorcloth").disableStats().disableNeighborNotifyOnMetadataChange();
            clothdoorI = (new ItemDoor(900, Material.wood)).setItemName("cloth door item");
    		
    	}
    }

    when you make and place it it keeps turning into a wooden door, its texture was like a white 16x16 door
    Posted in: Tutorials
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    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    well i failed to make a cloth door. i could try to make a new type of door using the materials already in.

    edit: testing it now

    editX2: i got it working tho it has its own textures it shows like the bottom of the door and is only 1 block high.

    I give up good luck sly
    Posted in: Tutorials
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    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    Quote from Slymask3

    I guess I can look into it. :biggrin.gif:

    you have to make a new door material by the look of it thats just looking at the door item imma keep looking

    edit: make a new door block type i think.
            doorWood = (new BlockDoor(64, Material.wood)).setHardness(3F).setStepSound(soundWoodFootstep).setBlockName("doorWood").disableStats().disableNeighborNotifyOnMetadataChange();

    hmm i think ive figured it out, you might have to add a new material unless you use one of the old ones

    imma test it, you can expect a response within the hour if ive got it.
    Posted in: Tutorials
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    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    Quote from Slymask3

    I guess I can look into it. :biggrin.gif:

    you have to make a new door material by the look of it thats just looking at the door item imma keep looking
    Posted in: Tutorials
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    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    Quote from bioncleboy

    i copyed the code... :Flint and Steel:

    so im guessing it helped?
    Posted in: Tutorials
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    posted a message on [1.7.3] BlockzModz New Gems Compact Blocks* Soon to be udated
    i made a good world for a mod showing but cant record it, can you or do I need to get killthenrun1 to make the vid?
    Posted in: Minecraft Mods
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    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    Ive noticed that if you put Block. in front of a step sound it will be able to use it where it wouldn't other wise. for example:
     
    compredstoneblock = (new Blockcompblock(170)).setHardness(0.8F).setStepSound(Block.soundStoneFootstep).setBlockName("Compressed Redstone Block");
    Posted in: Tutorials
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    posted a message on [1.7.3] BlockzModz New Gems Compact Blocks* Soon to be udated
    Like the mod I have now compressed the amount of files total to 8, added a redstone compressed block and made it to where different blocks have the correct noises

    edit: want me to add the armor soon?
    Posted in: Minecraft Mods
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    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    Quote from Slymask3

    Oh, alright.
    Is everything working now?

    you forgot to tell him to check the spelling didn't you? Any small spelling mistake in name or code messes you up.

    However it could be just as you thought that he didn't have the pics in the mcp jar or possibly left out one, or maybe capitalized the red obsidian wrong.
    Posted in: Tutorials
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    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    Quote from Slymask3

    You should read the whole conversation before posting, or maybe you did, but didn't understand it.
    He wants it to be like crafting cake. You craft it with the 3 buckets of milk, and when you take the cake, the 3 buckets of milk turn into empty buckets.

    hmm i understand it better looking back at it but im still not sure you can. I think ill take a look at it and see if i can figure it out
            if(isFull == 0 && (movingobjectposition.entityHit instanceof EntityCow))
            {
                return new ItemStack(Item.bucketMilk);
            }
            return itemstack;
        }

    is the part that gives you a milk bucket when you use it on a cow. Im not sure how this can be changed to hive you back the item, also i had a hard time trying to find the code that gives back a bucket when you use it to make cake as it isnt in the cake recipe from what i see.
    Posted in: Tutorials
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    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    Quote from Brucey_Bonus

    Well I did have this code which i implemented into mod_UraniumCraft;

    For the crafting recipe, because I couldent really put it elsewhere;

    	   ModLoader.AddRecipe(new ItemStack(mod_UraniumCraft.UraniumPowder, 2), new Object[] {"X", Character.valueOf('X'), mod_UraniumCraft.UApple}) return Item.apple);


    But of course it doesent work, infact here is the error, only [2]



    thats not a valid way to use the return command, I dont belive having two items given is possible when there is only one spot on the crafting table. How ever if its a block you could make it drop more than one. I belive adding mod_name before what you want it to drop should work
    Posted in: Tutorials
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    posted a message on WIP[1.1]Dragon Craft Z[V0.4.1] [3000+ downloads!][Looking for a coder]
    Quote from fireymaster6

    Uhm Cth this thread isn't yours its Uber's

    well since I was the sole holder of the source I was kinda important to the mod
    Posted in: WIP Mods
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    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    you could add a tut about how to make items that are in a different mod file, I could make it if you want then you could upload it its not very difficult really

    edit: i just tested it and all you need to do is add the mod_name infront of the item or block and it will load it.
    Posted in: Tutorials
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