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    posted a message on [WIP] Minepocalypse (coders wanted)
    jman you might want to see these when they get going good.


    to all who wanted to learn to mod am starting my tuts on modding with modloader. i have the starting of things about mod files themselves. i will cover many types of things you can do and will also start adding a bug fixing section at the end of new tuts on how to fix common issues caused in them. i am making all these in 1.8.1 so they will be up to date. link: http://www.minecraft...s/#entry9921778
    Posted in: WIP Mods
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    posted a message on WIP[1.1]Dragon Craft Z[V0.4.1] [3000+ downloads!][Looking for a coder]

    well this sucks i wasted my time to find a dragonball in a dungeon chest and it was only for a bug fix why did i do this?

    cause it wasn't actually a bugfix. it is staying in. and you still get your reward.


    also to all who wanted to learn to mod am starting my tuts on modding with modloader. i have the starting of things about mod files themselves. i will cover many types of things you can do and will also start adding a bug fixing section at the end of new tuts on how to fix common issues caused in them. i am making all these in 1.8.1 so they will be up to date. link: http://www.minecraftforum.net/topic/761807-181-cth977s-modding-tutorials/#entry9921778
    Posted in: WIP Mods
  • 3

    posted a message on [1.0] Cth977's Modding tutorials
    This page will be the host of my tutorials. please visit here and leave comments, good or bad. oh and leave suggestions on what i should make tuts on.

    you will need to have mcp set up and decompiled. src means source and is the folder in your mcp jar called src. mcp set up tut for windows. I recorded my own and will do a video series to start with.



    ModFiles

    This tut will cover setting up a modfile to be used. You will need modloader for this coding.

    Step 1 make your file. You do so by making a new text file and naming it somewhere along the lines on mod_thename. whether it matters between mod_ or Mod_ i don't think has any effect but i use the lowercase version and it seems to work fine. you need to change the .txt at the end to .java so that eclipse or net beans or what ever editor you use can open it. i recomend eclipse as it has some autocomplete things and allows running minecraft without having to recompile and open the test client.

    Step 2 open it and enter your starter code

    package net.minecraft.src;
    
    import java.util.Random;
    
    public class mod_modname extends BaseMod
    {
    	@Override
    	public String getVersion() 
    	{
    		return "Printed behind the modname.";
    	}
    
    	@Override
    	public void load() 
    	{
    		
    	}
    
            public mod_modname()
    	{
            }
    }


    you replace the mod_thenames and "mod name" with the name of your mod. the name you set for the public class has to match the name of the file or it will Not work. java is case sensitive and it throws errors on any kind of issue like that.

    okay now for basic explanations of things.
    package net.minecraft.src;

    This line covers where the file is. it tells it to look in the main part of your src file in mcp. most likely trying

    package net.minecraft.src.newfolder;

    Will cause it to get files in the source from a folder called newfolder.


    public class mod_thename extends BaseMod

    This covers the class name. public makes it usable and class makes it a class file. mod_thename is well the name. the extends means it uses the file as a base file. BaseMod is linked to modloader, which allows you to use modloader's functions in your mod file. Modloader's file is labeled as ModLoader.java


    public mod_thename()

    This allows you to add things in the file. this is the section know as the constructor, it can be used for modloader things, and is where you put the modloader code. both the public class and this part have to match spelling and all or it will not allow the class file to work.


    	@Override
    	public String Version()
    	{
    		return "mod name";
    	}

    This is a basic function that is required by all mod files. the

    @Override


    Tells the compiler that this overrides the base file. don't worry about it. its mostly a bug catcher from what i see.

    	public String Version()
    	{
    		return "mod name";
    	}


    This basically sets the name of the mod-file, you can put pretty much anything here.

    Basic ModLoader Uses

    most of these start with ModLoader. this means it uses fuctions and things from modloader.

    I would like to say that you can put as many of these in a modfile as you want. there is only a limit on sprites for like texture and ids for the item or block. Never is making multiple mod_ files better. it means there are more files and they are just a pain and also it takes so much longer to update when you have multiple.

    Use the property tables on my site at http://cth977.com/Modding Tutorials.html

    Posted in: Tutorials
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    posted a message on Scokeev9's Mods [13 Mods] RegenOres and Machetes for 1.3.2
    the src for the sword right click function in the scot tools src is off. the function is named diffrently. coping the code from the direct sword code is more correct as it is direct and the function name won't change.
    Posted in: Minecraft Mods
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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 gravebomber9

    Well, not that much because I want to help this mod anyway I can, so learning how to mod, make textures, or just be a donater, (I'm broke right now) I want to help any way posible.

    from what kill said i seem to be a good teacher if you want help. have a skype? if you do or want to take me up on my offer pm me.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.3] BlockzModz New Gems Compact Blocks* Soon to be udated
    i will update the mod in a day or two, ill add metadata to the blocks so they only take up to maybe two ids, add a props file, and add the armors if blockz tells me what types they were supposed to be.

    edit: my original version of the meta-data classes didn't work well so i will be adding multiple versions of it. you'll see what i mean when im done. ill also redo the compressed redstone pic to make it new not just a copy of the DCZ ragedirt.
    Posted in: Minecraft Mods
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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 gravebomber9

    Cool! How do use jgrasp or eclipse? And were do you download that stuff? EDIT:When I saw that fusion part in page 6 I went crazy, so please put that in the mod. PLEEEEEEEEEEEAAAAAAAAAAASE!!!!!!!!!!??????????????? EDIT: And I will buy final rage, not just because it helps this mod. :cool.gif:

    just google either. then you look up on youtube how to set up mcp for eclipse. oh you do need the minecraft coder's pack if you want to mod. just look up how to set up mcp. doing a search on youtube it seems jaycork's video covers it well. once all that is see some tutorials like strength's or slymask3's. i will have my own set soon too. if you have anymore questions pm me as this is kinda off-topic for this particular forum page.
    Posted in: WIP Mods
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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 gravebomber9

    Moding java?

    jgrasp is a beginners coder's program. i prefer eclipse cause it makes both of the brackets and you fill them instead of having to keep up with them. and so you know minecraft is coded in java.
    Posted in: WIP Mods
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    posted a message on [WIP] Minepocalypse (coders wanted)
    Quote from milte345

    could a coder check this

    package net.minecraft.src;
    
    public class mod_ToolSet extends BaseMod
    {
       public static final Item Sledehammer = new ItemSword(1004, EnumToolMaterial.WOOD).setItemName("5");
          
    	public mod_ToolSet()
    	{
    		dirtSword.iconIndex = ModLoader.addOverride("/gui/items.png", "/Sledehammer.png");
    		ModLoader.AddName(Sledghammer, "Sledgehammer");
       		ModLoader.AddRecipe(new ItemStack(Sledgehammer, 1), new Object[] {
                    " X ", " X ", " | ", Character.valueOf('X'), Block.dirt, Character.valueOf('|'), Item.stick
            });
    	}
    
     public String Version()
       {
       return "1.8.1";
       }
    
    }

    thanks


    that looks absolutely correct to me.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Minepocalypse (coders wanted)
    Quote from milte345

    i'm reffering to how you are experienced and if you weren't on someone else.

    please add other in the future. but with the class good job
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Minepocalypse (coders wanted)
    Quote from milte345

    could cth977 (or any experienced coder) check this
    package net.minecraft.src;
    
    public class ItemSledgehammer extends Item
    {
            
            public ItemSledgehammer (int i)
            {
                    super (i);
                    maxStackSize = 1;
            }
    }

    i'm just making sure i did it right.

    yes that is right but whats with the (or any experienced coder) thing? thats not nice.
    Posted in: WIP Mods
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    posted a message on [1.2.5] ✽ PK Mods ✽ - Updates! (unofficial)
    para would you please drop xuggler? it works horribly for me. the video lags bad even when my settings are good for it. even optifine did nothing to help. when i play a vid and pause it keeps on making a broken record kind of noise.
    Posted in: Minecraft Mods
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    posted a message on [WIP] Minepocalypse (coders wanted)
    Quote from Jman70

    Its ok, I already know how to make new enum tool materials and stuff, if that is what you are talking about. By the way, are the crawler zombies bipeds?

    actually no they are not, they are their own special model. in a sense like a zombie that's been modified.
    Posted in: WIP Mods
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    posted a message on [WIP] Minepocalypse (coders wanted)
    Quote from Jman70

    -partial snip-
    Also, what should the recipe for the wrench and sledge hammer be? And what should the strength/uses of a sledge hammer and a wrench be?

    jman just make a new enum file for the strengths, and ill show you how to modify a base class to be usable with the new tool material. also for people wanting to learn to modding to help us i am going to be making mcp vids soon, starting with setting up mcp. ill be making vids and getting a tread for my tutorials. ill probally host the written stuff on my website. my youtube name matches this one.
    Posted in: WIP Mods
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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 UberManclaw

    Maybe this should be taken out of wip, its not doing to well here

    Wip is for all pre v1 mods and actually the mod is doing great
    Edit: I want to start the mcp vids but I have a sinus bug. Fan blitz if you want pm and I'll get you started.
    Posted in: WIP Mods
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