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    posted a message on I really cant build...
    why are you so worried about how many blocks a project will take? I just amass everything on the go, if I need more supplies, I go and hunt for them.

    and in terms of front/side/back of buildings, mirror the sides to look like the front, but with less doors/windows, or more windows, you see what I am getting at?
    Posted in: Discussion
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    posted a message on I don't think this is normal
    4RAM is not a measurement, or anything.
    Posted in: Legacy Support
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    posted a message on My Minecraft Chicken Reference
    Nice creeper chillin behind the tree.
    Posted in: Fan Art
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    posted a message on help with making .class
    Quote from mightydanp

    it works fine in eclips

    Edit: it is not your ID, the ID of Obsidian i 49, 37. So that is not it.
    Posted in: Modification Development
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    posted a message on help with making .class
    Stab in the dark; maybe your RubyOre has a blockID issue?
    public static final Block RubyOre = new BlockRpgExpansionOres(128, 0).setHardness(2.0F).setResistance(2.0F).setBlockName("Ruby Ore");
    Posted in: Modification Development
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    posted a message on how to make more then one tree generate
    Quote from mightydanp

    i have no idea how to


    look at my second example *facepalm*

    //Ore World Generation
    public void GenerateSurface(World world, Random rand, int chunkX, int chunkZ)
    {
            
            // i<25 defines how rare the ore is. Higher number = more common
            
            for (int i = 0; i< 25; i++)
            {
                    
                    //this sets random X position, so change (16) to determine how large the vein is.
                    int randPosX = chunkX + rand.nextInt(16);
                    
                    //this sets random Y pos.
                    int randPosY = rand.nextInt(60);
                    
                    //this sets random z pos.
                    int randPosZ = rand.nextInt(16);
                    (new WorldGenMinable (BlockOreBlue.blockID, 1)).generate(world, rand, randPosX, randPosY, randPosZ);
            }
                    for(int i = 0; i < 25; i++)
                    {
                            int randPosX = chunkX + rand.nextInt(16);
                            int randPosY = rand.nextInt(50);
                            int randPosZ = chunkZ = rand.nextInt(200);
                            (new WorldGenMinable (BlockOreGreen.blockID, 2)).generate(world, rand, randPosX, randPosY, randPosZ); 
                    }
    Posted in: Modification Development
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    posted a message on [fixed] Modded block only drops a Block, need Item.
    Quote from Jotamota

    Put this:

    //In this case, we just want to get the block back, but if you want you could return a different item.
            public int idDropped(int i, Random random, int j)
            {
                    return mod_Item.ItemBlackClay.shiftedIndex;
            }
    
            //This function determines how many items should be dropped when you break this block.
            public int quantityDropped(Random random)
            {
                     return 4;
            }


    Try that.

    Jotamota sir, you deserve a medal of Minecraft Honor ( or for super fast response at least)! :Diamond: :Diamond: I can not believe I forgot to check that the last int was there...:sad.gif:

    +1 thank you thank you thank you thank you!!!!
    This is a project for me to get a good grasp of all of the block references! So I can not thank you enough.

    Now on to see how I can edit the AddSmelting to require 2 items in the stack. Thanks again!
    Posted in: Modification Development
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    posted a message on [fixed] Modded block only drops a Block, need Item.
    Hello, like the title says, I tried to create a custom block that has a custom item that is supposed to drop once you mine the block with the appropriate tool ( or not for that matter).

    the issue I have is that when mining the block, it drops four blocks in the form of items, I have written the code to drop a custom Item that it is supposed to drop, the item is all and well, but it never appears from my selected block.
    Class Code:
    package net.minecraft.src;
    import java.util.Random;
    
    public class BlockBClay extends Block
    {
    	protected BlockBClay(int i, int j)
    	{
    		//This part will define what material the block is made of
    		super (i,j,Material.rock);
    	}	
    
            //This function tells Minecraft what item to drop when you break one of these blocks
            //In this case, we just want to get the block back, but if you want you could return a different item.
    	public int idDropped(int i, Random random)
    	{
    		return mod_Item.ItemBlackClay.shiftedIndex;
    	}
    
            //This function determines how many items should be dropped when you break this block.
    	public int quantityDropped(Random random)
        	{
                     return 4;
        	}
    }
    Posted in: Modification Development
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    posted a message on how to make more then one tree generate
    make a second Mod_Class.java and place the second tree in a standalone file, or condense the two trees into one statement.

    here is a standalone Class.java I call Mod_BClay.java

    package net.minecraft.src;
    import java.util.Random;
    
    public class mod_BClay extends BaseMod
    {
    
    //This declares a new block called BlockOreBlue
    public static final Block BlockBClay = new BlockBClay(204,0) .setHardness(0.0F) .setResistance(5.0F) .setLightValue (0.0F) .setBlockName("BlockBClay");
    
    public mod_BClay()
    {
    	
    	
    	//____________________________________________________
    //BlockBClay
    
    //registers new block
    		ModLoader.RegisterBlock(BlockBClay);
    
    	//overridestexture pack
    		BlockBClay.blockIndexInTexture = ModLoader.addOverride("/terrain.png","/BlackClay.png");
    
    	//This adds the in game name to our block
    		ModLoader.AddName(BlockBClay, "Black Clay");
    
    //Furnace
    ModLoader.AddSmelting(BlockBClay.blockID, new ItemStack(mod_Block.BlockBBrick, 10));
    }
    //World Generation
    public void GenerateSurface(World world, Random rand, int chunkX, int chunkZ)
    {
    	
    	// i<25 defines how rare the ore is. Higher number = more common
    	
    	for (int i = 0; i< 27; i++)
    	{
    		
    		//this sets random X position, so change (16) to determine how large the vein is.
    		int randPosX = chunkX + rand.nextInt(8);
    		
    		//this sets random Y pos.
    		int randPosY = rand.nextInt(65);
    		
    		//this sets random z pos.
    		int randPosZ = rand.nextInt(8);
    		(new WorldGenMinable (BlockBClay.blockID, 50)).generate(world, rand, randPosX, randPosY, randPosZ);
    		
    	}
    		}
    	  public String Version()
    	{
    		return "3.14159265";
    	}
    public String getVersion() {
                            return "1.0.0";
                    }
    public void load(){
    
    }
    	  }


    and here is a multiple blocks per class, Generate Surface.

     package net.minecraft.src;
    import java.util.Random;
    
    public class mod_Ore extends BaseMod
    {
    
    //This declares a new block called BlockOreBlue
    public static final Block BlockOreBlue = new BlockOreBlue(205,0) .setHardness(1.0F) .setResistance(5.0F) .setLightValue (0.1F) .setBlockName("BlockOreBlue");
    public static final Block BlockOreGreen = new BlockOreGreen(208,0) .setHardness(1.0F) .setResistance(5.0F) .setLightValue (0.1F) .setBlockName("BlockOreGreen");
    public mod_Ore()
    {
    	
    	//_____________________________________________________
    	//BlockOreGreen
    	
    	ModLoader.RegisterBlock(BlockOreGreen);
    	
    	BlockOreGreen.blockIndexInTexture = ModLoader.addOverride("/terrain.png","/BlockOreGreen.png");
    	
    	ModLoader.AddName (BlockOreGreen, "Green Ore");
    	
    	ModLoader.AddSmelting(BlockOreGreen.blockID, new ItemStack(mod_Block.BlockGBrick, 10));
    	
    	//_____________________________________________________
    //BlockOreBlue
    
    //registers new block
    		ModLoader.RegisterBlock(BlockOreBlue);
    
    	//overridestexture pack
    		BlockOreBlue.blockIndexInTexture = ModLoader.addOverride("/terrain.png","/BlockOreBlue.png");
    
    	//This adds the in game name to our block
    		ModLoader.AddName(BlockOreBlue, "Blue Ore");
    		
    		//this adds smelting recipe to the block, so that you can smelt it in a furnace
    		ModLoader.AddSmelting(BlockOreBlue.blockID, new ItemStack(mod_Block.BlockBUBrick, 10));
    }
    
    //Ore World Generation
    public void GenerateSurface(World world, Random rand, int chunkX, int chunkZ)
    {
    	
    	// i<25 defines how rare the ore is. Higher number = more common
    	
    	for (int i = 0; i< 25; i++)
    	{
    		
    		//this sets random X position, so change (16) to determine how large the vein is.
    		int randPosX = chunkX + rand.nextInt(16);
    		
    		//this sets random Y pos.
    		int randPosY = rand.nextInt(60);
    		
    		//this sets random z pos.
    		int randPosZ = rand.nextInt(16);
    		(new WorldGenMinable (BlockOreBlue.blockID, 1)).generate(world, rand, randPosX, randPosY, randPosZ);
    	}
    		for(int i = 0; i < 25; i++)
                    {
                            int randPosX = chunkX + rand.nextInt(16);
                            int randPosY = rand.nextInt(50);
                            int randPosZ = chunkZ = rand.nextInt(200);
                            (new WorldGenMinable (BlockOreGreen.blockID, 2)).generate(world, rand, randPosX, randPosY, randPosZ); 
                    }
    		
    		
    	}
    	  public String Version()
    	{
    		return "3.14159265";
    	}
    public String getVersion() {
                            return "1.0.0";
                    }
    public void load(){
    
    }
    	  } 

    GenerateSurface is a command, you can not rename it as it will not function unless you designed a custom GenerateSurface inside of the source, which is not recommended at all

    Side note: no one taught me any of this, so consider yourself a lucky person lol, I waited DAYS for a response, no response, ever.

    People around here are too busy is my best guess.
    Posted in: Modification Development
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    posted a message on Too much of a gap between Iron and Diamond?

    An issue with steel is that iron isn't too rare, and you will almost certainly have coal before iron (assuming you intend steel be made with coal+iron bar, as is traditional in most games where steel is obtained) so the second you have iron you also have coal, making raw iron bars useless when it comes to making tools.

    If, however, steel were made combining iron bars with a mineral deposit of some sort, like corondum? bars (like in Skyrim) you would still have to add an entirely new ore in the generation.

    Sadly, steel won't work because it invalidates iron before you even need to use iron. You might as well save the coal for torches and use any extra iron to make two pickaxes.

    well you are forgetting the act of refinement, In order to refine Iron into a steel, you must blast iron (melt it into a sponge of glass and iron,) then hammer the contents until the desired carbon content is achieved.

    We need a new iron (or even a diamond/gold) tool and possibly a new crafting GUI object, or an expanded furnace, to accommodate a complex new refinement process. And I think it's about time they do so.

    Quote from XMdead

    This ^^^

    Or if we go the route of an additional ore for tools and armor, it seems like Obsidian is a perfect fit.

    - It should make pretty good slow-wearing armor (and maybe more heat-resistant than diamond?),
    - Tools would have duration between iron and diamond.
    - It is harder to find/mine than iron yet more common than diamond.
    - It would look awesome to have dark, light-absorbing armor.


    Obsidian is not hard to find, It can even be achieved naturally, commonly, on the surface of your world, with the use of a Lava spring, which are marked on the map as red. Not to mention the bucket is a potential source of Obsidian. Magma beds are a great Obsidian source, and this can all be brought home to create an Obsidian generator which equals unlimited Obsidian based off of how many diamonds one is willing to invest.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Opinions on the End
    Quote from Bowsniper_96

    Think about this, in normal games at the boss room you have big reward for the times you have tried killing him, so why not a little more reward than XP?

    you mean the dragon egg? d!psh!t

    every boss room I have entered only ever had a couple of breakable pots and possibly a chest or heart piece at the end of a battle, in fact, most games I play have more than one boss, so why argue about the reward, did you not feel justified that you killed a DRAGON?

    people are forgetting about the journey not the end destination.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on village in the water!
    nice map img
    Posted in: Seeds
  • 0

    posted a message on Block Transmuter
    this could break mods!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Deep Blue Sea
    we need a bigger, multi person boat, or a ship.

    Our little fragile rafts we use to traverse MineCraft are bogus for deep sea exploration, I can not even bring a diving bell!(hint hint idea hint)
    Posted in: Suggestions
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    posted a message on What do you do when your bored in minecraft?
    I try to find a seed or a map with a nice island with a cave system, it makes things interesting when you need to bring in new breeds of plants from other local islands.
    Posted in: Discussion
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