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  • spence707
  • Registered Member
  • Member for 10 years, 8 months, and 19 days
    Last active Sun, Jan, 26 2020 14:58:36
  • 0 Followers
  • 67 Total Posts
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  • View spence707's Profile

    1

    Oct 22, 2014
    spence707 posted a message on Sticky Rails! Go Up-Side-Down & All Around! [600+ Supporters]
    This sounds really cool, I voted yes! :D
    Posted in: Suggestions
  • View spence707's Profile

    2

    Aug 26, 2014
    spence707 posted a message on The Majestic Project 1.4 - New Diamondized Tools and Weapons



    DOWNLOAD LINKS ARE ON MY NEW WEBSITE!!!
    **Pictures and List of Recipes is probably out of date please check my website! Link in download section**



































    Sapphire and Ruby Tools and Armor along with the gem.

    Iron Reiforced Tools have double the double the durability as the original. These are crafted with an iron stick instead of a wooden stick

    Goldened Tools have double the enchanment ability as the original. These are crafted with gold stick instead of wooden stick

    Iron, Stone and Gold sticks

    Ruby Block/Ore, Sapphire Block/Ore, Clear Glass, Bone Block, Ender Pearl Block

    Glowing Glass as bright as Glowstone

    Clear Glowing Glass

    Stone torch puts the same light out as Glowstone

    VIEW SOURCE CODE HERE ON GITHUB

    This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
    Change Log:
    1.0 initial release
    1.1 -added bone block recipe
    -fixed iron stick recipes
    -added gold stick for goldened tools
    -added goldened tools and weapons
    Posted in: Minecraft Mods
  • View spence707's Profile

    1

    Aug 29, 2012
    spence707 posted a message on The Renovation Mod! Coming Soon!
    I have renamed this mod to The Renovation Mod
    I am creating a mod for Minecraft called The Renovation Mod!

    So far I have a couple of blocks and items;
    -colored glass(tinted glass)
    -More food
    -some new generated blocks (new fuel and light source)

    Planned Before release;
    -decoration blocks
    -more food
    -structure generation ( they will have treasures in them)

    IF YOU HAVE ANY MORE IDEAS PLEASE LET ME KNOW!
    Posted in: WIP Mods
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  • View Alvtron's Profile

    581

    Apr 23, 2012
    Alvtron posted a message on R3D CRAFT - Play Minecraft in High Definition


    Check out r3dcraft.net and follow me on Link Removed, Twitter and Link Removed!

    This project is currently set on hold. Thanks to everyone for the support and understanding!


    About

    Screenshots

    Download

    Community

    Changelog

    Pictures

    Behind the scenes

    FAQ

    Support

    Terms of use


    R3D CRAFT, pronounced Red Craft, is a high-res texture pack that can be applied to the game Minecraft. Based on the default texture that comes along with this game, R3D CRAFT enhances the missing realism; with use of high quality textures, smoother colortransitions, realistic shapes, shadows, lighting, missing details + so much more.

    This texture is made for those who seek more quality in-game, but also want to keep the default design and feeling. Therefore, this texture tries to stay close to the default appearance by matching the correct colors and indication of shape.


    Default Miencraft → R3D CRAFT → R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders



    R3D CRAFT + R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders


    R3D CRAFT + R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders






    View more images at r3dcraft.net



    R3D CRAFT 0.3.1


    You can also download from Curse:


    R3D CRAFT on Curse:


    • R3D CRAFT 32x32 on Curse!
    • R3D CRAFT 64x64 on Curse!
    • R3D CRAFT 128x128 on Curse!
    • R3D CRAFT 256x256 on Curse!
    • R3D CRAFT 512x512 on Curse!

    R3D CRAFT Shader Support on Curse:


    • R3D CRAFT Shader Support 32x32 on Curse!
    • R3D CRAFT Shader Support 64x64 on Curse!
    • R3D CRAFT Shader Support 128x128 on Curse!
    • R3D CRAFT Shader Support 256x256 on Curse!
    • R3D CRAFT Shader Support 512x512 on Curse!

    R3D CRAFT: Default Realism on Curse:


    • Default Realism 32x32 on Curse!
    • Default Realism 64x64 on Curse!
    • Default Realism 128x128 on Curse!
    • Default Realism 256x256 on Curse!
    • Default Realism 512x512 on Curse!



    Addons created by the community:


    • R3D CRAFT: DEFAULT REALISM ADDON by VansiusProductions
    • R3D CRAFT Shader Support (Parallax, Bump Mapping and more) by TheAddictioN974

    Want to create addons?


    There's nothing stopping you from expanding upon R3D Craft. Feel free to do so. You are not breaking any rules or upsetting anyone.

    Since the Minecraft client allows you to add more than one texture pack to the resource pack panel, you can simply create an addon. Make people download both your addon and this resource pack. After your users have downloaded your resource pack addon, direct them here so they can download this base resource pack which your resource pack adds upon.



    R3D CRAFT - Version 0.3.1 (04/04/17):


    • Fixed some issues with Daylight Detector
    • Added item: Flower Dandelion
    • Added item: Flower Houstonia
    • Added item: Flower Poppy
    • Added item: Oxeye Daisy
    • Changed item: Dirt
    • Changed item: Grass

    Complete changelog

    Default Realism changelog




    Click here for more Wallpapers and Screenshots.



    R3D CRAFT's YouTube Playlist




    Go to r3dcraft.net for more.




    Go to r3dcraft.net for more FAQ.



    To all of you who have followed this project for a while; Gamers, Content-creators, YouTubers, Modders and so on. I would like to thank you guys especially. Your patience is both questionable and admirable. Maybe you guys don't know, but you are essentially the pillar that holds this project up. Without you, R3D CRAFT would not have been where it is today. Thank you. Thank you for your support.


    Here is ways you can support this project:


    • Download R3D CRAFT and play Minecraft
    • Write comments, feedback and/or suggestions to me on this forum.
    • Share your experiences with R3D CRAFT on social media
    • Share R3D CRAFT to your friends and followers
    • Follow me on Facebook, YouTube and Twitter
    • Be creative! Make whatever you want with the use of R3D CRAFT. Videos, artwork, games and so on (read guidelines below)

    R3D CRAFT banners:







    © 2012-2022 Thomas Angeland


    Terms of use

    Posted in: Resource Packs
  • View sp614x's Profile

    1526

    Jan 13, 2012
    sp614x posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)

    Hello everybody,

    the Magic Launcher is a new Minecraft launcher which can load mods dynamically without changing or patching the minecraft.jar.

    No more mod installation problems, just select your mods and enjoy.

    Screenshots
















    Features


    • Minecraft
    • - selectable minecraft.jar
      - selectable environment
      - automatic version detection
      - automatic library download
      - configurable window size, also maximized
      - selectable minecraft folder
      - selectable java executable
      - java memory limit
      - java custom parameters
      - show error log
      - multiple user profiles
      - remember password
      - configuration profiles
    • Mods
    • - load mods dynamically without changing minecraft.jar
      - META-INF does not have to be deleted
      - automatic mod compatibility checking
      - external mods detection and compatibility checking
      - shortcut to external mods folder
      - configurable external mods
      - automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI)
    • Design (screenshots)
    • - Minecraft style
    • News
    • - Minecraft
      - Reddit
      - Twitter
      - Blogspot ...

    Download


    Get all MagicLauncher versions here: magiclauncher.com


    Download MagicLauncher 1.3.4 (fixed Reddit RSS feed, fixed server status check, increased account limit to 100, fixed handling of derived profiles (Forge + LiteLoader), fixed "${version_type}" in main menu): for Windows, for Mac, for Windows/Mac/Linux
    Mirrors: for Windows, for Mac, for Windows/Mac/Linux

    Note for Minecraft 1.6.2+

    To run Minecraft 1.6.2+, go to Setup -> Environment and select 1.6.2. If the Environment 1.6.2 is not available, use the vanilla launcher to download and start Minecraft 1.6.2, then Environment 1.6.2 should appear in the list.

    To run Minecraft 1.6.2+ with Forge, go to Setup -> Environment and select 1.6.2_Forge_XYZ. If the Environment 1.6.2_Forge is not available, use the vanilla launcher to download and start Minecraft 1.6.2, then use the Forge installer to install Forge and then the Environment 1.6.2_Forge_XYZ should appear in the list.

    Starting


    Double click the downloaded file and the MagicLauncher should start.

    Older versions

    Download MagicLauncher 1.3.2 (fixed Reddit RSS feed): for Windows, for Mac, for Windows/Mac/Linux
    Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.3.1 (fixed Reddit RSS feed, added Searge and Grum twitter, removed Notch twitter feed): for Windows, for Mac, for Windows/Mac/Linux, Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.3.0 (fixed Minecraft version detection, added support for inherited profiles (Forge installer), fixed library downloads, updated server checks, fixed parsing of twitter feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.2.6 (added support for version specific mods, vanilla inherited profiles, updated server checks and wiki links, fixed library classpath, fixed login with migrated accounts): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.2.5 (added support for Minecraft 1.7.4): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.2.4 (updated to use the new assets structure, fixed missing sounds in 1.7.2): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.2.3 (fixed to correctly save login name and password): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.2.2 (updated to use the Minecraft 1.7+ login protocol, added automatic library download, added check for library rules, added performance fix for Intel integrated graphics, updated server status check, fixed classic environment, fixed handling of authentication problems): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.1.7 (fixed missing sound, fixed Forge compatibility check, fixed Twitter feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.1.6 (fixed window size, fullscreen and base folder for Minecraft 1.6, fixed twitter feeds to use direct links): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.1.5 (updated to support newer snapshots, added search in the log window, fixed twitter feeds, many small bugfixes): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.1.4 (compatible with the Minecraft 1.6 launcher, added Mojang server status check, added support for multiple accounts, added option "Close after login", added support for coremods, fixed external mod handling, updated Forge support, fixed crash when parsing configuration, updated news feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 1.0.0 (better Forge mod detection, fixed Twitter feeds, default memory limit 512M): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.9.9 (fixed news to load fully in background, added multi-selection for mod list, added button Replace mod, testing in Setup uses username from login field, added warning for modified minecraft.jar): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.9.8 (added support for ForgeModLoader, fixed option News, fixed Forge and ModLoader detection, removed broken IGN news, equal startup and maximum memory): for Windows, for Mac, for Windows/Mac/Linux
    Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.9.7 (added option News for faster startup, fixed Forge detection): for Windows, for Mac, for Windows/Mac/Linux
    Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.9.6 (added custom directory for Mac/Linux): for Windows, for Mac, for Windows/Mac/Linux
    Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.9.5 (added checkbox ExternalMods, fix for external mods after crash): for Windows, for Mac, for Windows/Mac/Linux
    Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.9.4 (fixed offline mode): for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.9.3 (copy profiles, external mods can be deactivated per configuration, automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI)): for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.9.2 (added profiles, window size, window maximized, java path, java parameters and base folder, fixed external mods folder to be under custom base folder): for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.9.1 (added profiles, window size, window maximized, java path, java parameters and base folder): for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.9.0 (textured buttons, more complex checks, gray inactive mods, fixed SPC problems): for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.8.9 (textured buttons, more complex checks, gray inactive mods): for Windows, for Mac, for Windows/Mac/Linux
    Download MagicLauncher 0.8.8 (resizable dialogs, windows exe and 64-bit java): for Windows, for Mac, for Mac/Linux/Windows
    Download MagicLauncher 0.8.7 (remember me, native window style): for Windows, for Mac/Linux/Windows
    Download MagicLauncher 0.8.6 (fixed startup problems): Download 1

    Changelog


    1.3.4 - fixed Reddit RSS feed, fixed server status check, increased account limit to 100, fixed handling of derived profiles (Forge + LiteLoader), fixed "${version_type}" in main menu
    1.3.2 - fixed Reddit RSS feed
    1.3.1 - fixed Reddit RSS feed, added Searge and Grum twitters, removed Notch twitter
    1.3.0 - fixed Minecraft version detection, added support for inherited profiles (Forge installer), fixed library downloads, updated server checks, fixed parsing of twitter feeds.
    1.2.5 - added support for Minecraft 1.7.4
    1.2.4 - updated to use the new assets structure, fixed missing sounds in 1.7.2.
    1.2.3 - fixed to correctly save login name and password
    1.2.2 - updated to use the Minecraft 1.7+ login protocol, added automatic library download, added check for library rules, added performance fix for Intel integrated graphics, updated server status check, fixed classic environment, fixed handling of authentication problems
    1.1.7 - fixed missing sound, caused by the sound thread being interrupted while writing log. Fixed Forge mod detection when Forge is loaded as environment library. Fixed RSS feeds to use cached static files.
    1.1.6 - fixed window size, fullscreen and base folder for Minecraft 1.6, fixed twitter feeds to use direct links
    1.1.5 - updated to support newer snapshots, added search in the log window, fixed twitter feeds, fixed crash when profile name starts with quotes, fixed crash when profile environment not found.
    1.1.4 - compatible with the Minecraft 1.6 launcher, supports all Minecraft versions downloaded by the new launcher. Added Mojang server status check with fancy lights and tooltips. Added support for multiple accounts. Added option "Close after login". Added support for coremods, similar to the External Mods. Fixed external mod handling, mod activation and deactivation is done correctly now. Updated Forge support, mods are corectly reactivated after Forge has finished loading the mods. Fixed crash when parsing configuration entries ending with "\\". Updated news feeds, added Mojang news.
    1.0.0 - detects Forge mods by checking for mcmod.info, updated FML detection, fixed Twitter feeds after twitter removed the old RSS feeds, default memory limit set to 512M to avoid swapping to disk
    0.9.9 - fixed news to load fully in background should eliminate blocking on slow or missing internet connection; added multi-selection for mod list - group add, replace and remove are supported; added button Replace mod; testing in Setup uses username from login field - if empty generates a test username; added warning when using modified minecraft.jar as this usually leads to various problems.
    0.9.8 - added support for ForgeModLoader, fixed mod compatibility detection when fields and methods are still available in the parent class (Forge), fixed ModLoader detection to also check if ModLoader is inside the mod (Forge), fixed dialog Setup not to reset option News, startup and maximum memory are now equal, removed broken IGN news
    0.9.7 - added option to turn off news tabs for faster startup, fixed Forge detection, auto-resizable message dialog
    0.9.6 - added custom directory support for Mac and Linux
    0.9.5 - added checkbox ExternalMods to disable or enable all external mods at once, fix for external mods after a crash, fixed some hanging file locks on external mods
    0.9.4 - fixed offline mode to start correctly
    0.9.3 - copy profiles, external mods can be deactivated per configuration, automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI), detection of duplicate mods, detection of internal mods placed in external mods folder, detection of empty or not unpacked mod archives.
    0.9.2 - fixed external mods folder to be under custom base folder
    0.9.1 - added configuration profiles, window size, window maximized, java path, java parameters and base folder, fixed non-ascii paths, allows mod from jar files, "Manage" creates folder "mods" if not existing
    0.9.0 - fixed some problems
    0.8.9 - textured buttons, more complex compatibility checks, gray inactive mods, checkbox Check compatibility
    0.8.8 - resizable dialogs, windows exe works with 64-bit java, button "Add mod" starts in minecraft folder, fixed HTML problems with Java 1.5, added failed start detection, extended logging, launcher closes only if Minecraft has successfully started.
    0.8.7 - implemented "Remember me", native window style, resizable/maximizable window, .EXE for Windows
    0.8.6 - colors for status fields, beter compatibility checks
    0.8.5 - UI corrections, slimmer scrollbars
    0.8.4 - fixed log window to terminate JVM on failed start, added search for ModLoader in minecraft.jar, java startup memory set to 128M
    0.8.3 - fixed java classpath when starting from path containing spaces
    0.8.2 - added incompatible mods warning, startup logging
    0.8.1 - fixed NPE if folder "mods" not existing
    0.8.0 - first release

    Fixing common problems


    1. The order of the mods is important as some of them are designed to "overwrite" parts of other mods.
    2. The ModLoader has to be first in the mods list, use the button Up to move it to first position. ModLoader is not needed if Forge 4.0 or newer is installed.
    3. Then come (if you need them) ModLoaderMP and Forge.
    4. Then come the rest of the mods and last comes OptiFine. Only one OptiFine edition may be active as they overwrite each other.
    5. Do not forget to start with a clean minecraft.jar. If it is already modified or patched, then some mods may not work correctly.
    6. A mod should appear either in the internal or the external mod list, but not in both at the same time.
    7. Mods which have status "No mods found" needs to be repackaged to be used. The mod ZIP file usually have a folder "put_in_minecraft_jar" or similar which contains one or more files like "acx.class". The contents of this folder have to be zipped in a separate ZIP file and added as an internal mod. This solution works with almost all problematic mods.
    8. If you get an error "No accelerated mode found" or "Bad OpenGL drivers" you may try running Minecraft with less memory. Go to "Setup -> Advanced", enter 256 in the field Memory and test again. This helps with some integrated graphics cards.

    TODO


    - Check for new Minecraft version and update Minecraft
    - Incremental GC (-XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode)
    - XX:MaxDirectMemorySize
    - mcmod.info in subfolder
    - Configurable news tab
    - Export mod list
    - Update user skin
    - Auto login
    - Security
    - LiteLoader mods
    - Drag and drop
    - Languages
    - Command line options
    - Mods with a subdirectory root
    - Detect libraries (TurboModelThingy)
    - Better conflict detection
    - Portable, relative paths
    - Limit worlds per profile
    - Minecraft font
    - Backups
    - Support for patchers

    Posted in: Minecraft Tools
  • View CreeperAtYourDoor's Profile

    6

    May 24, 2014
    CreeperAtYourDoor posted a message on CreeperAtYourDoor's Modpack Creator
    CreeperAtYourDoor's Modpack Creator
    by Binary Head Studios

    This simple modpack creator was originally made by CreeperAtYourDoor, and was later branded under the name Binary Head Studios. This is currently for minecraft 1.5.2, all the way up to 1.10.2. The original versions before v2.0 were made in C++ and were only for windows, but the latest version works with all platforms. There is currently no source code for v2.0, as I'm still cleaning up and commenting the ludicrous amount of spaghetti code, but the next version will include source code. Downloads are below, and I hope this makes your life a bit easier.

    Note: Java 7 and up is required

    All Versions

    [1.5.2 - 1.10.2] v2.0 Beta

    Screenshots



    Video

    Posted in: Minecraft Tools
  • View Kris_Eike's Profile

    19

    Jul 26, 2011
    Kris_Eike posted a message on SmoothCraft - 64x64 - 1.8 Compitable - V2 - Loved by many! - Version 2 finally out!

    Discontinued and no longer available for download. Thanks for all the support <3



    SmoothCraft

    Youtube reviews:

    YOU decide when the pack gets updated. Just request what block you would like to be drawn, and i will draw it. I will not draw more textures when noone has requested them. If you want the pack updated, request a block to be drawn, thanks!Feedback is needed, so please leave some =)

    Was bored this evening, and decided to do some quick textur'in of minecraft.. I think it turned out a bit cool, and a lot of people actually liked it, so here is what i have done SO FAR:
    - Stone
    - Planks
    - Dirt
    - Grass
    - Cobblestone
    - Mossy cobblestone
    - Piston- Sticky piston
    - Gold ore
    - Coal ore
    - Iron ore
    - Diamond ore
    - Redstone ore
    - Lapis Lazuli ore
    - Furnace
    - Burning Furnace
    - Dispenser
    - Normal logs
    - Pine logs
    - Birch logs - (Not quite satisfied with these)
    - Leaves for Pine tree
    - New texture for the workbench
    - New texture for the ladde
    r- New texture for the trapdoor
    - Sand -(Worked for 3 hours on it, still not satisfied)
    - Stone brick
    - Mossy stone brick
    - Cracked stone brick
    - Wooden door
    - Iron door
    - Glass pane
    - Mycelium grass
    - Mycelium grass sides
    - Ice block
    - Snow block
    - Dirt with snow on the sides
    - Brick
    - Bookshelf
    - Circle stone brick
    - All the new planks
    - Stone slab(s)
    - Obsidian
    - Bedrock
    - Netherrack
    - Lightstone
    - Mob Spawner
    - Torches
    - Levers
    - Dry soil
    - Wet soil
    - Tripwire hook
    - Sandstone
    - Redstone torch (on/off)
    - TNT- Roses
    - Flower
    - Enchantment table
    - Ender dragon egg
    - Giant red mushroom
    - Giant brown mushroom
    - Redstone
    - Clay (temporary)
    - Reeds/sugercane
    - Rails (all types)
    - Cloth/wool
    - Sapling (temporary)
    - Cocoa beans
    - Cake
    - Anvil
    - diode/repeaters
    - cactus
    - Nether Quartz. (Will be improved in future updates .. probably :P )
    - Redstone block
    - Watermelon
    - Flower pot
    - red mushroom
    - brown mushroom
    - End Portal
    - Iron Bars
    - Brewing stand
    - Dropper (These textures will soon be replaced by new ones, since there is a new cobble texture. But so far, i'll keep it.)
    - Detector rail
    - Pumpkins
    - Quartz blocks
    - Diamond, gold, iron, stone and wood swords drawn!
    - Podzol
    - New logs
    - New design for furnace
    - Sandstone "Hieroglyphs".
    - Packed ice.
    - Coal Block.
    - Daylight sensor.
    - Beacon.

    V2

    Coarse dirt
    Carved red stone
    Andesite and smooth andesite
    Granite and smooth granite
    Diorite and Smooth diorite
    Prismarine
    Waterlily
    Lantern
    Iron trapdoor
    All new doors
    Birch leaves drawn
    Oak, dark Oak and Acacia leaves







    To do:- GUI's. Will do these when the terrain is a bit more completed.
    - Items
    - Finish up terrain

    Here is a few pictures, if you can help me with taking more pictures, it would be very nice!

    Please reply informative, not just "it sucks". Try something like "I don't like the grass, too weird looking".. or something like that. Positive feedback is awesome though ^^



    :SSSS: Download: :SSSS:
    Read the FAQ before downloading!

    Disable your ad-blocker if you have one, or you WILL NOT be able to download the pack!

    Download link found here



    FAQ - Frequently asked questions :VV:

    Q: The download link takes me to a forum! Where is my download link?
    A: You've just arrived to my MC server forum. I use this to "Host" all of my texture packs, and other creatons. All you have to do to get to your download, is to enter the "Texture packs" sub forum. Then choose if you want "KrisEike's texture packs" or "Linda's texture packs". Then, you can find the texture pack you want to download, click it's thread, then download it!

    Q: What do you use the money you get from adf.ly for?
    A: It mostly goes to paying my bills for things like my forums, food and the normal stuff.
    Posted in: Resource Packs
  • View TheUnlocked's Profile

    5

    Oct 17, 2014
    TheUnlocked posted a message on Stuff and Things -- A minecraft mod

    Stuff and Things Mod: The mod in which sl1pg8r always gets distracted right before he downloads it. xD


    Updates will be posted on the curse forge page in the downloads area from now on.


    Stuff and Things is my second mod that adds a bunch of cool stuff to the game. It is currently a WIP and so suggestions are appreciated. I hope you like it!


    This mod was inspired by the youtuber, sl1pg8r. This mod was designed to add a bunch of things that would be nice to have in vanilla, but isn't there.


    All of the info on this mod has been nicely compiled into a wiki for ease of use. Now I can keep this page short. Click here for the wiki. Please check it out. It's worth the time.


    Download link: http://minecraft.curseforge.com/mc-mods/229772-stuff-and-things


    Changelog: 1.0 - Everything not in future updates 1.0.1 - Fixed the bug where some vanilla items would have a different name. 1.0.2 - Fixed the evil server bug! Added sticky pearls. You're welcome, Xisuma!


    Now I just wanna give a HUGE thanks to GreenConsole. He has helped me out SO much with this mod. He did practically all of the art for it 10 times better than I could have done. If you're gonna say who made it, mention him too.


    Tested with: Battlegear mod thing Waila (What Am I Looking At) NEI (Some recipes are special and don't show up)


    Thanks for trying out my mod. Have fun! (and peace out!)


    Want to help support the mod? Just use one of these images in your signature (images courtesy of GreenConsole):




    Posted in: Minecraft Mods
  • View thebaum64's Profile

    146

    Sep 14, 2014
    thebaum64 posted a message on Sticky Rails! Go Up-Side-Down & All Around! [600+ Supporters]
    My idea, is basically a sticky rail(s). This way, you would be able to make things like roller coasters go upside down or even straight down holes! This and many other things! This is basically what the rail itself would look like:

    The Rails and Crafting Recipe:

    Normal:




    Powered:





    Detector:




    Activator:




    The green is of course the slime on the rails that allow you to stick to it. Please tell me what you think and anything I should add to the post! Thanks!

    How it might look:
    Made by Ivya:


    (PLEASE NOTE: I am in the process of making a Mod for this so no one take it and make a mod for it. Thank you)

    Banner:
    Here is a banner if you wish to use it! (made by Holomoron)

    Made by ImZeroin:




    Also check out Better Beds!
     
    Posted in: Suggestions
  • View TheUnlocked's Profile

    5

    Sep 4, 2014
    TheUnlocked posted a message on Stone Bricks Mod [Version 1.0]
    Stone Bricks Mod
    For all of you stone brick users!

    NOTE: THIS MOD ALSO WORKS IN 1.7.2!

    Overview: This mod includes new stone bricks as well as tools to make various things related to stone bricks easier!


    Installation Instructions
    1. Download the file (click here!).
    2. Put mod into your mods folder in .minecraft

    Blocks
    Note: All crafts yeild 8 blocks.

    Inverted Bricks

    There is an inverted version of all bricks that can be gotten by surrounding a redstone torch with stone bricks (or one from the mod) .

    Wood Bricks
    Wood bricks add that extra bit of texture to your build! Craft them by surrounding a stone brick with a wood type.

    This is what all of them look like in-game (Bottom - Normal, Top - Inverted):


    Uncatagorized Aesthetic Bricks
    Next we have the other decorative bricks: Sandstone, ender, end stone, and the inverted version of regular stone bricks. Surround a stone brick to craft with the respective ingredients (sandstone, ender pearl, end stone) to craft.

    Screenshot:


    Practical Bricks
    These stone bricks are ones that actually do something.
    The glowstone brick emits light.
    Ingredient used: Glowstone block



    The redstone brick acts like a redstone block.
    Ingredient used: Redstone block



    The lucky brick gives you a random non-inverted stone brick (this includes vanilla stone bricks but excludes itself). If you use an inverted lucky brick, it will give you the inverted version of the randomly chosen block.
    Ingredient used: Gold ingot



    Items

    Hammer
    The hammer has a few uses. When combined in shapeless crafting with any vanilla stone, it will produce 4 rubble and take away a durability.
    You can also right-click stone to turn it into cobble and right-click stone bricks to turn it into cracked stone bricks. This also takes up a durability.
    The hammer can be crafted like so:

    #BS
    #SB
    S##

    #: Nothing
    B: Stone brick
    S: Stick

    Crops
    Stone brick seeds are made by surrounding a seed in a crafting table with 8 rubble. This yields 8 stone brick seeds.

    After you plant a stone brick seed, you cannot get the seed back. You must wait a very long time until the stone brick seed grows into a full stone brick! At this point, you can harvest it to get one stone brick (which can be used to make more seeds!). Bone meal will work.
    Screenshot:




    Wands
    Wands are an extra feature that will allow you to do some great things with stone bricks.

    Wand of Exponential Growth
    When you right-click a normal stone brick of cobblestone with this wand, it turns mossy. Because of this, you no longer need to find mossy blocks in dungeons and strongholds.
    Here is the crafting recipe:

    #SE
    #SS
    S##

    #: Nothing
    E: Emerald
    S: Stick

    Also, for 16 emerald essence, you can convert a dirt block into a grass block.
    Shapeless crafting it with an emerald once it has run out of emerald essence will recharge it.
    This is what it looks like:


    Rod of Reversion
    Right-clicking on any type of cobblestone will turn it into stone and right-clicking on any type of stone brick will make it become normal.
    Recipe:

    #ID
    #SI
    S##

    #: Nothing
    D: Diamond
    I: Iron Ingot
    S: Stick

    Crafting with a diamond recharges once it is empty.
    This is what it looks like:


    Wand of De/Stabilized Ender
    If you have a normal stone brick in your inventory, right-clicking on a block with this wand will break the block, put the item inside of you, and put a stone brick where the block was. This has many applications such as easy redecorating (especially when used with other wands), easy block harvesting (such as obsidian), and more.
    This is how you craft it:

    #E#
    #SE
    S##

    #: Nothing
    E: Eye of Ender
    S: Stick

    This wand starts destabilized. In order to stabilize it, you must shaped crafting it like so:

    ##E
    #W#
    D##

    #: Nothing
    D: Diamond
    W: Wand of Destabilized Ender
    E: Ender Pearl

    Once you use up the wand, it will become a destabilized wand again so you will need to recharge it again.
    This is what it looks like:
    Destabilized:

    Stabilized:



    Modpack Info

    Want to use it in a modpack? Feel free! Just be sure to mention that it has the mod in it and link to this page (or any other page in the verified links below)

    Verified links:
    This page

    This mod has been tested with:
    Carpenter's Blocks
    Not Enough Items
    Waila

    Additional Credits:
    GreenConsole -- Helped hugely with the art. He made the rubble and wand textures.

    Open to suggestions!

    Find a bug? Be sure to comment what it is and I will get to it as fast a possible!

    Changelog
    1.0.1 - Fixed compatibility with Stuff and Things (mod)
    1.0 - everything not listed later
    Posted in: Minecraft Mods
  • View IanTheSlime's Profile

    18

    May 2, 2014
    IanTheSlime posted a message on [1.7.10]Minecraft Forge Modding Tutorials || Begginer-Advenced || NEW TUTORIAL! CUSTOM MOB DROPS!
    SO I WAS THINKING...

    There are A LOT of different modding tutorials out there for 1.7.2...

    BUT...

    They sometimes don't get updated don't have more advanced tutorials for more experienced coders and don't keep things organized(well, most do, but some don't)

    THEN I THOUGHT...

    Why not make my own modding tutorials for New Coders AND Experienced Coders...

    WELL HERE IT IS...

    IANTHESLIME'S

    MINECRAFT FORGE

    MODDING TUTORIALS FOR

    MINECRAFT 1.7.2

    (Sorry for the long intro...)

    ALWAYS IMPORT
    Windows: Shift+Ctrl+O
    Mac: Shift+COMMAND+O

    STEP 1: SETTING UP YOUR WORKSPACE

    1: Download Eclipse
    2: Download Minecraft Forge SRC 1.7.2 RECOMMENDED (UNDER THE FILES TAB NEAR TOP OF PAGE)
    2A: YOU MUST HAVE THE LATEST JAVA JRE FROM ORACLE!!!!!!!!!!!! OR THIS WONT WORK!!!!!!
    3: Unzip Eclipse and MC Forge 1.7.2 to your desktop
    4: open CMDFOR WINDOWS
    4A: Start Menu-&gt;Seearch Bar-&gt;Type &quot;cmd&quot; (w/out quotes) and hit enterFOR MAC
    4B: Open terminal in the Application/Utilities folder
    5: type in terminal(or CMD) "cd (drag the forge folder into the terminal window)" (w/out quotes) and hit enter
    6: type "gradlew setupDecompWorkspace" (EXACTLY AS SPELLED AND W/OUT QUOTES) and hit enter
    7: wait for it to finish
    8: when it's done type "gradlew eclipse" (w/out quotes) and hit enter
    9: Wait for it to finish
    10: Open up eclipse
    11: When it asks for a workspace navigate to Desktop/forge(or whatever your "forge" folder is called)/eclipse
    12: When it starts up you should see a Minecraft folder in the "Package Explorer"
    13: IF you don't, go through the steps again and see if you skipped over one by accident
    14: IF it still doesn't work, PM me whats wrong and i'll try and help as best as i can
    15: If all is well, your officially setup to mod MC 1.7.2!!! HOORAY!!!
    STEP 2: SETTING UP YOUR MAIN MOD FILE

    FIRST!!
    0: Delete the package inside the src/main/java SRC folder
    1: Create a new Package in the src/main/java folder in eclipse and call it gmail(or other mail provider).whateveryouremailaddressIs.com so that your mod package name wont clash with other mod package names
    2: create a new Class and call it "Main" w/out qoutes

    CODE:
    package gmail.whateveryouremailaddressIs.com;
    
    @Mod(modid="YourModsID", version="YourModsVersion")
    public class Main
    {
    public static String MODID = "modid";
    public static String VERSION = "version";
    
    @EventHandler
    public void preInit(FMLPreInitializationEvent e)
    {
    }
    
    @EventHandler
    public void init(FMLInitializationEvent e)
    {
    }
    
    @EventHandler
    public void postInit(FMLPostInitializationEvent e)
    {
    }
    }

    Press Shift+CTRL+O for windows and SHIFT+Apple Key+O to import all imports
    YOUR MAIN MOD FILE IS NOW SETUP!!!!!!
    STEP 3: en_US.lang file THIS IS TO NAME EVERYTHING

    1: create a new package in src/main/java and name it "assets.YOURMODSID.lang" w/out quotes
    2: create a new file in the new package you just created and name it "en_US.lang" again...w/out quotes

    tile.yourBlock.name=Whatever You Want To Name Your Block (this is for blocks)
    item.yourItem.name=Whatever You Want To Name Your Item (this is for items)
    itemGroup.tabName=Whatever You Want To Name Your Creative Tab (this is for Creative Tabs)


    THIS FILE IS VERY IMPORTANT...DO NOT DELETE
    STEP 4: the mcmod.info file

    FIRST: Delete everything in the src/main/resources SRC folder
    SECOND: Create a new mcmod.info file in that SRC folder

    mcmod.info
    [
    {
    "modid": "yourmodid",
    "name": "yourmodname",
    "description": "Your Description",
    "version": "$version",
    "mcversion": "$mcversion",
    "url": "(leave blank)",
    "updateUrl": "(leave blank)",
    "authors": ["You Obviously"],
    "credits": "Me....I, Uh....I Made This",
    "logoFile": "",
    "screenshots": [],
    "dependencies": [mod_MinecraftForge]
    }
    ]


    Begginer Tutorials

    Custom Mob Drops!!!

    FIRST: Create a new class in gmail.YOUREMAIL.com and call it DropHandler

    DropHandler.java
    package gmail.YOUREMAIL.com;
    
    import java.util.Random;
    import net.minecraft.entity.passive.EntityCow;
    import net.minecraft.item.ItemStack;
    import net.minecraftforge.event.entity.living.LivingDropsEvent;
    import cpw.mods.fml.common.eventhandler.SubscribeEvent;
    
    public class DropHandler
    {
    public static Random random;
    public static int dropped;
    
    @SubscribeEvent
    public void onEntityDrop(LivingDropsEvent event)
    {
    random = new Random();
    dropped = random.nextInt(2) + 1; //DO NOT CHANGE THIS
    
    if(event.entityLiving instanceof EntityCow)
    {
    event.entityLiving.entityDropItem(new ItemStack(Items.apple), dropped);
    }
    
    }
    
    }


    EXPLANATION
    if(event.entityLiving instanceof EntityCow /*This can be any mob in the game*/)
    {
    event.entityLiving.entityDropItem(new ItemStack(Item.apple /*This can be any item or block in the game*/), dropped);
    }


    SECOND: Add this to your public void init constructor

    MinecraftForge.EVENT_BUS.register(new DropHandler());

    Custom Tools

    FIRST: create a new package in src/main/java and call it gmail.whateveryouremailis.tools

    Main.java
    package gmail.email.com;
    
    @Mod(modid="YourModID", version="YourModVersion")
    public class Main
    {
    public static String MODID = "YourModID";
    public static String VERSION = "YourModVersion";
    
    public static CreativeTabs tabName = new CreativeTabs("tabName")
    {
    public Item getTabIconItem()
    {
    return Items.arrow;
    }
    };
    public static final Item.ToolMaterial TUTORIALMATERIAL = EnumHelper.addToolMaterial("TUTORIALMATERIAL", 2, 192, 5.0F, 1.5F, 12);
    
    /*You can call the Material whatever you want.
    The first number in the brakets is the harvest level.
    Level 0 (gold and wood) can't mine iron ore...
    Level 1 (stone) can't mine gold ore...
    Level 2 (iron) can't mine obsidian.
    Level 3 (diamond) can mine every breakable block.
    The second number of uses of the Material.
    wood = 59, stone = 131, iron = 250, diamond = 1561, gold = 32
    The third number is the strength against blocks.
    wood = 2.0F, stone = 4.0F, iron = 6.0F, diamond = 8.0F, gold 12.0F
    The fourth number is the damage against entities.
    wood = 0.0F, stone = 1.0F, iron = 2.0F, diamond = 3.0F, gold 0.0F
    The last number is enchantability factor of the Material.
    wood = 15, stone = 5, iron = 14, diamond = 10, gold 22*/
    
    public static Item tutAxe;
    public static Item tutPickaxe;
    public static Item tutShovel;
    public static Item tutSword;
    public static Item tutHoe; //Hoes are useless...a wooden one will work just as good, but you can add it if you like
    
    @EventHandler
    public void preInit(FMLPreInitializationEvent e)
    {
    tutAxe = new TutorialAxe(TUTORIALMATERIAL).setUnlocalizedName("tutAxe").setCreativeTab(tabName).setTextureName(MODID + ":" + "tutAxe.png");
    GameRegistry.registerItem(tutAxe, "tutAxe");
    
    /*Do the same thing for the rest of them, i.e., tutPickaxe, tutShovel, tutSword, and tutHoe*/
    }
    
    @EventHandler
    public void init(FMLInitializationEvent e)
    {
    
    }
    
    @EventHandler
    public void postInit(FMLPostInitializationEvent e)
    {
    
    }
    }

    Create these next classes in the tools package

    TutorialAxe.java
    package gmail.email.tools;
    
    import net.minecraft.item.ItemAxe * /*And This*/;
    
    public class TutorialAxe * /*Change to TutorialSword, TutorialShovel, etc. Respectively*/ extends ItemAxe * /*this too*/
    {
    public TutorialAxe * /*And This*/(ToolMaterial material)
    {
    super(material);
    }
    }


    Now do the SAME THING with all of the other classes, TutorialSword, TutorialShovel, etc.
    The * shows you where you need to change things according to their respected classes...

    Custom Creative Tab

    package gmail.email.com;
    
    @Mod(modid="YourModID", version="YourModVersion")
    public class Main
    {
    public static String MODID = "YourModID";
    public static String VERSION = "YourModVersion";
    
    public static CreativeTabs tabName = new CreativeTabs("tabName")
    {
    public Item getTabIconItem()
    {
    return Items.arrow;
    }
    };
    
    @EventHandler
    public void preInit(FMLPreInitializationEvent e)
    {
    
    }
    
    @EventHandler
    public void init(FMLInitializationEvent e)
    {
    
    }
    
    @EventHandler
    public void postInit(FMLPostInitializationEvent e)
    {
    
    }
    }

    EXPLANATION
    public static CreativeTabs tabName = new CreativeTabs("tabName")
    {
    public Item getTabIconItem()
    {
    return Items.arrow;
    }
    }

    This creates the tab with the tab ID of tabName and sets the icon of the tab to an arrow
    Textures

    Textures are different
    to texture something you need to...

    FIRST: create a new package in src/main/java called assets.YOURMODID.textures.blocks(or items, or armor, etc..depending on what you want to texture)
    SECOND: create a texture for your object using GIMP or MSPaint(in my opinion MSPaint sucks)
    THIRD: export the texture to "the forge folder on your desktop/src/main/java/assets/YOURMODID/textures/blocks(or items, or armor, etc...you get the idea)"
    Fourth: put these lines of code when you type in your blocks/items/etc.. contructor, for example

    FOR BLOCKS
    yourBlock = new YourBlock(Material.rock).setCreativeTab(tabName).setBlockName("canBeAnything")
    put after that(you may already know from seeing my block tut), .setBlockTextureName(MODID + ":" + "THENAMEOFTHETEXTUREYOUCREATED.png");


    IT'S THE SAME THING FOR ITEMS AND EVERYTHING ELSE
    EXCEPT
    put, .setTextureName(MODID + ":" + "THENAMEOFTHETEXTUREYOUCREATED.png");

    Custom Item

    package gmail.email.com;
    
    @Mod(modid="YourModID", version="YourModVersion")
    public class Main
    {
    public static String MODID = "YourModID";
    public static String VERSION = "YourModVersion";
    
    public static CreativeTabs tabName = new CreativeTabs("tabName")
    {
    public Item getTabIconItem()
    {
    return Items.arrow;
    }
    };
    //Items (This is called a comment, they're optional)
    public static Item yourItem
    
    @EventHandler
    public void preInit(FMLPreInitializationEvent e)
    {
    
    }
    
    @EventHandler
    public void init(FMLInitializationEvent e)
    {
    yourItem = new YourItem().setCreativeTab(tabName).setUnlocalizedName("thisCanBeAnything").setTextureName(MODID + ":" + "yourItem.png");
    
    GameRegistry.registerBlock(yourItem, "thisCanBeAnything");
    }
    
    @EventHandler
    public void postInit(FMLPostInitializationEvent e)
    {
    
    }
    }


    Create a new package in your src/main/java folder called gmail.YOUREMAILADDRESS.items
    Create a new class in that package called YourItem(whatever you called it after the yourItem = new YourItem in your main mod file)

    YourItem.java
    package gmail.YOUREMAILADDRESS.items;
    
    public class YourItem extends Item
    {
    public void YourItem()
    {
    super();
    }
    }

    Custom Block

    package gmail.email.com;
    
    @Mod(modid="YourModID", version="YourModVersion")
    public class Main
    {
    public static String MODID = "YourModID";
    public static String VERSION = "YourModVersion";
    
    public static CreativeTabs tabName = new CreativeTabs("tabName")
    {
    public Item getTabIconItem()
    {
    return Items.arrow;
    }
    };
    //Blocks (This is called a comment, they're optional)
    public static Block yourBlock;
    
    @EventHandler
    public void preInit(FMLPreInitializationEvent e)
    {
    
    }
    
    @EventHandler
    public void init(FMLInitializationEvent e)
    {
    yourBlock = new YourBlock(Material.whatevermaterialyouchoose).setCreativeTab(tabName).setBlockName("thisCanBeAnything").setBlockTextureName(MODID + ":" + "yourBlock.png");
    
    GameRegistry.registerBlock(yourBlock, "thisCanBeAnything");
    }
    
    @EventHandler
    public void postInit(FMLPostInitializationEvent e)
    {
    
    }
    }

    EXPLANATION
    public static Block yourBlock;

    This Creates an instance for your block that can be used by any class(as long as it has the static modifier)

    yourBlock = new YourBlock(Material.whatevermaterialyouchoose).setCreativeTab(tabName).setBlockName("thisCanBeAnything").setBlockTextureName(MODID + ":" + "yourBlock.png");
    
    GameRegistry.registerBlock(yourBlock, "thisCanBeAnything");

    This creates parameters for your block, i.e. the name etc...and registers it in game

    Create a new package in your src/main/java folder called gmail.YOUREMAILADDRESS.blocks
    Create a new class in that package called YourBlock(whatever you called it after the yourBlock = new YourBlock in your main mod file)

    YourBlock
    package gmail.YOUREMAILADDRESS.blocks;
    
    public class YourBlock extends Block
    {
    public void YourBlock(Material material)
    {
    super(material);
    }
    }

    I think that this is self explanatory

    LOOK AT THE TEXTURE TUTORIAL TO FIND OUT HOW TO TEXTURE BLOCKS/ITEMS/TOOLS/ARMOR
    Custom Ores!

    Pre-FIRST! Goto your Main.java and add this in under your public static Block block; //Or whatever you called it
    public static IWorldGenerator gen = new NewWorldGenerator();

    After-Pre-First! put this in your public init constructor!
    GameRegistry.registerWorldGen(gen, 1 /*This is the importance at which to generate the contents of the file, leave it at 1*/);

    FIRST! Create a block like you normally would!
    SECOND! Create a package in src/main/java and call it gmail.YOUREMAIL.com.generation
    THIRD! Create a new class in that package and call it NewWorldGenerator.

    package gmail.email.generation;
    
    import java.util.Random;
    
    import net.minecraft.src.BiomeGenBase;
    import net.minecraft.src.IChunkProvider;
    import net.minecraft.src.World;
    import cpw.mods.fml.common.IWorldGenerator;
    
    public class NewWorldGenerator implements IWorldGenerator
    {
    @Override
    public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
    {
    switch(world.provider.dimensionId)
    {
    case -1:
    generateInNether(world, random, chunkX * 16, chunkZ * 16);
    break;
    case 0:
    generateInOverworld(world, random, chunkX * 16, chunkZ * 16);
    break;
    case 1:
    generateInEnd(world, random, chunkX * 16, chunkZ * 16);
    break;
    }
    }
    
    private void generateInNether(World world, Random random, int chunkX, int chunkZ)
    {
    	 //You can do the same here
    }
    
    private void generateInOverworld(World world, Random random, int chunkX, int chunkZ)
    {
    if(i = 0; i < 10; i++) //This is the rarity, so, it has a one out of ten chances of spawn in a given chunk
    {
    int x = chunkX + random.nextInt(16); //DO NOT CHANGE THIS NUMBER
    int y = random.nextInt(64); //ONLY CHANGE THIS ONE, IT SETS THE MAX HEIGHT AT WHICH IT GENERATES
    int z = random.nextInt(16); //DO NOT CHANGE THIS NUMBER
    (new NewWorldGenerator(Main.whatYouCalledYourOreIn public static Block yourOre /*I.E. rubyOre*/, 10 /*This is the amount of ores in a given vein*/)).generate(world, random, chunkX, chunkY, chunkZ);
    }
    }
    
    private void generateInEnd(World world, Random random, int chunkX, int chunkZ)
    {
    	 //Or here, if you want
    }


    Advanced Tutorials

    Custom Generated INSTANT Structures

    Prerequisites:
    You NEED to know how to make a block, if you don't, look at my tutorial on making custom block

    FIRST:
    Create a new class in your blocks package called BlockInstantStructure(or whatever you called your block in the public init constructor)

    CODE:
    Main.java
    package gmail.email.com;
    
    @Mod(modid="YourModID", version="YourModVersion")
    public class Main
    {
    public static String MODID = "YourModID";
    public static String VERSION = "YourModVersion";
    
    public static CreativeTabs tabName = new CreativeTabs("tabName")
    {
    public Item getTabIconItem()
    {
    return Items.arrow;
    }
    };
    //Blocks (This is called a comment, they're optional)
    public static Block blockInstantStructure;
    
    @EventHandler
    public void preInit(FMLPreInitializationEvent e)
    {
    }
    
    @EventHandler
    public void init(FMLInitializationEvent e)
    {
    blockInstantStructure = new BlockInstantStructure(Material.whatevermaterialyouchoose).setCreativeTab(tabName).setBlockName("thisCanBeAnything").setBlockTextureName(MODID + ":" + "blockInstantStructure.png");
    
    GameRegistry.registerBlock(blockInstantStructure, "thisCanBeAnything");
    }
    
    @EventHandler
    public void postInit(FMLPostInitializationEvent e)
    {
    
    }
    }


    BlockInstantStructure.java
    package gmail.email.com;
    
    import java.util.Random;
    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    import net.minecraft.entity.EntityLivingBase;
    import net.minecraft.init.Blocks;
    import net.minecraft.item.ItemStack;
    import net.minecraft.world.World;
    
    public class BlockInstantStructure extends Block
    {
    Blocks b;
    
    public BlockInstantStructure(Material material)
    {
    super(material);
    }
    
    public void onBlockPlacedBy(World world, Random random, int x, int y, int z, EntityLivingBase entity, ItemStack itemstack)
    {
    //Super
    super.onBlockPlacedBy(world, x, y, z, entity, itemstack);
    
    //Sets the block to air on the x, y, and z coords from where you placed the block
    world.setBlockToAir(x, y, z);
    
    //Sets the block on the x, y, and z coords starting from where you placed the block
    world.setBlock(x, y, z, b.cobblestone);
    
    //Sets the block(with set metadata) on the x, y, and z coords from where you placed the block
    world.setBlock(x, y, z, b.planks, 2, 2); //This is for birch planks, if you want other planks, search 'Minecraft Block Metadata' in google or find it on the MinecraftWiki
    }
    }


    EXPLANATION

    The onBlockPlacedBy generates a new structure when the block is placed by an Entity
    The world.setBlock sets the block according to the coords that you predefined
    DISCLAIMER: It can get VERY messy, like, super messy, so be sure that you know where your placing the block in the world

    I.E. to make the block be placed UP, one, you must set it to setBlock(x, y+1, z, b.cobblestone); and to make it go LEFT, one, set the x factor to x+1, same to make it go DEEPER, one, set z to z+1, and y-1 will make it go one block down, and x-1 will make it go RIGHT, one, and z-1 will make it go FORWARD, one, and it can be any number, i.e., x+2, x+3, x+4, etc., z+2, z+3, z+4, etc., y+2, y+3, y+4, etc., same for the minus's

    MAKE SURE THAT YOU PUT THE world.setBlockToAir(x, y, z); FIRST, OR IT'LL MAKE THE BLOCK THAT YOU REPLACED THE INSTANT STRUCTURE BLOCK WITH DISAPPEAR

    Custom World Gen

    First things first, in your main mod file, ad this code:
    [left]
    public static YourWorldGenerator worldGen = new YourWorldGenerator(); // This is your world generation file.
    
    public void init(FMLInitializationEvent e)
    {
    GameRegistry.registerWorldGenerator(worldGen); // Add this in your @Init method.
    }[/left]


    Second, create a new package in src/main/java and call it generation
    Third, create a new class in the generation package and call it YourWorldGenerator(or whatever you called it), and put this in it
    [left]
    package gmail.email.generation;
    
    import java.util.Random;
    
    import net.minecraft.src.BiomeGenBase;
    import net.minecraft.src.IChunkProvider;
    import net.minecraft.src.World;
    import cpw.mods.fml.common.IWorldGenerator;
    
    public class TestWorldGenerator implements IWorldGenerator
    {
    @Override
    public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
    {
    switch(world.provider.dimensionId)
    {
    case -1:
    generateInNether(world, random, chunkX * 16, chunkZ * 16);
    break;
    case 0:
    generateInOverworld(world, random, chunkX * 16, chunkZ * 16);
    break;
    case 1:
    generateInEnd(world, random, chunkX * 16, chunkZ * 16);
    break;
    }
    }
    
    private void generateInNether(World world, Random random, int chunkX, int chunkZ)
    {
    	 //You can do the same here
    }
    
    private void generateInOverworld(World world, Random random, int chunkX, int chunkZ)
    {
    if(i = 0; i < 10; i++)
    {
    int x = chunkX + random.nextInt(16); //DO NOT CHANGE THIS NUMBER
    int y = random.nextInt(64); //ONLY CHANGE THIS ONE, IT SETS THE MAX HEIGHT AT WHICH IT GENERATES
    int z = random.nextInt(16); //DO NOT CHANGE THIS NUMBER
    new WorldGenTut().generate(world, random, chunkX, chunkY, chunkZ);
    }
    }
    
    private void generateInEnd(World world, Random random, int chunkX, int chunkZ)
    {
    	 //Or here, if you want
    }[/left]


    Fourth, create, in the generation package, a new class and call it WorldGenTut
    package gmail.email.generation;
    import java.util.Random;
    
    import net.minecraft.src.BiomeGenBase;
    import net.minecraft.src.IChunkProvider;
    import net.minecraft.src.World;
    import cpw.mods.fml.common.IWorldGenerator;
    
    public class WorldGenTut implements IWorldGenerator
    {
    public void generate(World world, Random random, int x, int y, int z)
    {
    //Look at my Custom Instant structure generation tutorial to learn how to generate structures
    }
    }



    PLANNED TUTORIALS

    BEGGINER
    Custom Tools -
    Custom Armor -
    Custom Tree -
    ADVANCED
    Custom Tree -
    Custom Dimension -
    Custom Mob -
    Custom Furnace -
    Custom Chest -
    Custom Crafting Table -

    HOW MY PACKAGES ARE SETUP IN ECLIPSE



    IM WORKING ON A NEW MOD

    It's called SoSAO, i.e., Swords of Sword Art Online, it'll have some of the various swords from the anime in it, i hope to expound upon it later...
    Posted in: Mapping and Modding Tutorials
  • View linkseyi's Profile

    220

    Jul 18, 2012
    linkseyi posted a message on [Windows] [Forge] Linkseyi's ModMaker: Create Unique Blocks, Items, Recipes, Mobs (and Models), Structures and Biomes
    Notice: I will not be updating ModMaker any longer, at least for the time being. There are too many bugs and I do not have the time to fix them. Thanks to everyone that has supported the project.

    Linkseyi's ModMaker
    for Minecraft 1.7.2

    http://www.reddit.com/r/lmm/


    v0.151 Windows - Here

    (Direct Link Below)


    Old Versions



    v0.143 - Here (MC 1.6.2)
    v0.134 - Here (MC 1.5.2)
    v0.121 - Here
    v0.116 - Here (MC 1.4.7)
    v0.113 - Here (MC 1.4.6)
    v0.105 - Here
    v0.092 - Here
    v0.086 - Here
    v0.085 - Here


    [img]https://www.paypal.com/en_US/i/btn/btn_donate_LG.gif[/img]

    Donate to help me keep ModMaker updated!


    I have created an easy-to-use, very interactive program in Java which will generate and compile ModLoader compatible Minecraft mods without MCP setup or other installations. It currently contains features such as block creation, item/tool creation, recipes, furnace recipes, and simple mob creation (somewhat of a WIP). It is still in development, and feedback/bug reports are appreciated.

    Sandwich01 and TheBigCreeper are trusted friends... listen to them.

    I must credit the use of files from Minecraft Coder Pack in this ModMaker, http://mcp.ocean-labs.de/

    Disclaimer: Feel free to share your mods with friends, but DO NOT post any mods made with this program under the "Mapping and Modding" forum OR on PlanetMinecraft.com, especially if the mod is being hosted for profit. Including mods with maps or other creations is fine and encouraged.
    Disclamer #2: Any loss of data as a result of this program or a mod created with this program is not my responsibility (shouldn't be a problem).




    [img]http://i.imgur.com/n5DwPIv.png[/img]


    Features Overview


    Incomplete list of program properties and their descriptions. Some are missing.


    Items/name/The name assigned to this element. This is used primarily in code. See displayName.
    Items/displayName/Name to be shown in the inventory tooltip.
    Items/texturePath/The path to the directory of the item texture.
    Items/foodLevel/The amount of half-haunches replaced uponeating.
    Items/toolType/The tool type that this item will have.
    Items/toolMaterial/A custom tool material(See New Item > Tool Material).
    Items/maxStackSize/The maximum amount of this item thatone stack can hold.
    Items/creativeTab/This item's creative tab.
    Items/armorType/The armor type that this item will have.
    Items/armorMaterial/A custom armor material(See New Item > Armor Material).
    Items/saturation/The saturation value of this item.Only applies if foodLevel > 0.
    Recipes/upperRight/The item or block in the corresponding inventory slot.
    Recipes/upperCenter/The item or block in the corresponding inventory slot.
    Recipes/upperLeft/The item or block in the corresponding inventory slot.
    Recipes/middleRight/The item or block in the corresponding inventory slot.
    Recipes/middleCenter/The item or block in the corresponding inventory slot.
    Recipes/middleLeft/The item or block in the corresponding inventory slot.
    Recipes/lowerRight/The item or block in the corresponding inventory slot.
    Recipes/lowerCenter/The item or block in the corresponding inventory slot.
    Recipes/lowerLeft/The item or block in the corresponding inventory slot.
    Recipes/outputNumber/Amount of result created by this recipe.
    Recipes/output/The output block or item.
    Recipes/shapeless/Whether this recipe requires a definite shape.
    FurnaceRecipes/input/Input value for the furnace recipe.
    FurnaceRecipes/output/Output value for the furnace recipe.
    FurnaceRecipes/outputNumber/Amount of output created per smelt.
    FurnaceRecipes/experience/Factor of experience generated from this recipe.
    Mobs/spawnProbability/Likelihood of a group of mobs spawning.
    Mobs/minPerChunk/Minimum amount of mobs spawning.
    Mobs/maxPerChunk/Maximum amount of mobs spawning.
    Mobs/creatureType/Creature spawn mechanic.
    Mobs/modelType/Type of mob render model.
    Mobs/texturePath/Texture to be rendered on mob.
    Mobs/moveSpeed/Speed of the mob while walking.
    Mobs/attackDamage/Amount of half-hearts dealt by monster.
    Mobs/maxHealth/Amount of half-hearts in a monster's health.
    Mobs/drop/Mob drop upon death.
    Mobs/dropQuantity/Amount of drop dropped.
    Mobs/despawn/Whether this mob will despawn when unloaded.
    Mobs/biomes/Biomes to spawn this mob in. If none are selected, it will spawn in all.
    Mobs/spawnNaturally/Speed of the mob while walking.
    ToolMaterials/harvestLevel/The corresponding material this tool will harvest with.
    ToolMaterials/maxUses/Amount of tool uses.
    ToolMaterials/efficiency/Break speed.
    ToolMaterials/entityDamage/Amount of damage dealt to mobs.
    ToolMaterials/enchantability/Likelihood of high enchantment.
    ToolMaterials/repairMaterial/Block or item this tool will repair with in anvils.
    Armor/renderPath1/The texture file used to render this armor on a player. (Find in game files).
    Armor/renderPath2/The texture file used to render this armor on a player. (Find in game files).
    Armor/enchantability/Likelihood of high enchantment.
    Armor/resistance/Overall resistance top damage.
    Armor/helmetReduction/Helmet resistance modifier.
    Armor/plateReduction/Plate resistance modifier.
    Armor/legsReduction/Legs resistance modifier.
    Armor/bootsReduction/Boots resistance modifier.
    Armor/repairMaterial/Block or item this armor will repair with in anvils.
    Structures/schematic/The MCEdit .schematic file to use as a structure generation.
    Structures/replacement1/Any blocks in the schematic with the given ID will be replaced with the given block.
    Structures/replacement2/Any blocks in the schematic with the given ID will be replaced with the given block.
    Structures/replacement3/Any blocks in the schematic with the given ID will be replaced with the given block.
    Structures/replacement4/Any blocks in the schematic with the given ID will be replaced with the given block.
    Structures/rarity/Rarity of this structure's generation.
    Structures/maxHeight/Maximum height at which this structure will generate if not on surface.
    Structures/genOnTop/Whether this block will generate on the first layer of air.
    Structures/generateNaturally/Whether to generate on chunk gen.
    Structures/biomes/Biomes which this structure can be generated in.
    Biomes/color/Biome color (used in generation algorithm).
    Biomes/biomeId/Identifier for this biome must be unique.
    Biomes/topBlock/The top level block that this biome generates (such as grass).
    Biomes/fillerBlock/The filler blocks that generate under the top block (such as dirt).
    Biomes/minHeight/Minimum generation height.
    Biomes/maxHeight/Maximum generation height.
    Biomes/minTemperature/Biome temperature.
    Biomes/maxTemperature/Biome rainfall.
    Biomes/disableRain/Whether rain is diabled in this biome.


    Installation/Creating Mods



    Installation

    To install Linkseyi's ModMaker, download the zip file hosted on this forum thread, and extract it to a permanent location. To run the program, open Linkseyi's ModMaker.exe or ModMaker.jar.





    Generating and Installing Mods

    Once you have created your mod to your specifications, you can generate a mod jar by clicking the "Generate" button and selecting a destination.

    To install your mod:
    1. Download the recommended FML installer from http://files.minecraftforge.net/
    2. Run it. It will create a new profile in your .minecraft/versions/ folder.
    3. Copy the output Jar file from the destination folder to the /mods/ folder within .minecraft.
    4. Run Minecraft with the Forge profile.

    Tutorials


    Official Tutorials:
    www.youtube.com/TheRollingCubes



    Changelog

    Changelog available in download.




    Banners

    [img]http://i.imgur.com/4VjSA.png?3593[/img]


    [url="http://www.minecraft...imple-gui/"][img]http://i.imgur.com/4VjSA.png?3593[/img]
    Made by me.








    [img]http://i.imgur.com/aYsVZ.png?2911[/img]


    [url="http://www.minecraft...imple-gui/"][IMG]http://i.imgur.com/aYsVZ.png?2911[/IMG]
    Made by TheBigCreeper.







    Direct Link: Here
    Posted in: Minecraft Tools
  • View SCMowns's Profile

    689

    Nov 5, 2012
    SCMowns posted a message on [1.5.2 / 1.5.1 / 1.4.7 / 1.3.2] Creating Mods - Modloader/Forge ~SCMowns [Src & Video]


    Welcome, my username is SCMowns (if you didn't already know) and I'm going to be showing you some very basic steps in order to start modding. My coding series has started on 1.2.5 so you're not to late to join in! and with my simple tutorials you'll be making mods fast and simple! Soon were gonna be going into some Minecraft forge coding and doing some advance tutorials. So how about it! Begin modding!

    To see where am at, check out my YouTube playlist!

    This thread will be updated a lot! With new tutorials / coding videos / SRC code downloads!

    Videos and SRC codes!

    If in version 1.5.1 of Minecraft coding from episodes 1-27 MIGHT not work for you!

    1. Setting up MCP( Minecraft Coder Pack) Modloader ( 1.2.5 / 1.3.2 / 1.4.x / 1.5.1/ 1.5.2 )

    [media][media][/media[/media]]
    In the video I show you how to set up MCP. To get the downloads click on the links below (pick your version)
    Minecraft 1.2.5
    Minecraft 1.3.2
    Minecraft 1.4.2
    Minecraft 1.4.4
    Minecraft 1.4.5
    Minecraft 1.4.6
    Minecraft 1.5.1
    Minecraft 1.5.2

    2. Making a Basic Item ( 1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    You need a software that can allow you to make transparent pictures, like Paint.net
    Mod_NAME
    package net.minecraft.src;
    import java.util.Random;
    
    public class mod_NAME extends BaseMod
    {
    
    public static final Item NAMEhere = new ItemNAME(2085).setItemName("NAME");
    
    public void load()
    {
    
    NAMEhere.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/pic.png");
    ModLoader.addName(NAMEhere, "Ingame -Name");
    
    }
    public String getVersion()
    {
    return "3.14159265";
    }
    }

    To understand this code is quite simple, public class final Item is telling Minecraft that you are making a new item, the (2085) is the Item ID, and the .setItemName("NAME"); is required, but dosn't need a fancy name! in the public void load() section, you will tell modloader where your items is located at, what is needed in order to craft it, and what the name is. My tutorial mentions all this.

    ItemNAME:
    package net.minecraft.src;
    import java.util.Random;
    
    public class ItemNAME extends Item
    {
    public ItemNAME(int i)
    {
    super(i);
    maxStackSize = 64;
    }
    
    public String Version()
    {
    return "3.14159265";
    }
    }

    Here is another separate class you will need to make. This will define the Item of how much it can stack and to make it an official item registered onto Minecraft

    My picture that I used in this tutorial can be downloaded here! (16x16)

    3.Making a Sword ( 1.2.5 / 1.3.2 / 1.4.6 )

    [media][media][/media[/media]]
    public static final Item NAMESword = new ItemSword(3077, EnumToolMaterial.GOLD).setItemName("AnythingHere");

    In my tutorial i might have mentioned to edit a BASE class, don't do it! in this code of line you will need to make a new sword and later define it in your public void load. replace NAME with the name of your sword.
    paste this in your public void load()
    NAMESword.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/sword.png");
    ModLoader.addName(NAMESword, "NAME Sword");
    ModLoader.addRecipe(new ItemStack(NAMESword, 1), new Object[]
    {
    " * ", " * ", " X ",
    'X', Item.stick, '*', Block.dirt
    });

    The first line of code is telling modloader to override minecraft item's picture with your new sword sprite. The second line is adding in a name for your sword. In the "NAME Sword" call your sword what ever you like. The tutorial goes over everything.

    The picture of the sword that I used can be downloaded here! (16x16)
    4. Pickaxe ( Tool set ) ( 1.2.5 / 1.3.2 / 1.4.x )

    [media][/media]
    In your static section paste this:
    public static final Item NAMEPick = new ItemPickaxe(2102, EnumToolMaterial.GOLD).setItemName("Whatever");

    replace the NAME with a name of your choice. EnumToolMaterial.GOLD is the tool material, so it's set as gold (defualt). Paste this line of code in your public void load():
    NAMEPick.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/pic.png");
    ModLoader.addName(NAMEPick, "NAME Pickaxe");
    ModLoader.addRecipe(new ItemStack(NAMEPick, 1), new Object[]
    {
    "***", " X ", " X ",
    'X', Item.stick, '*', Block.dirt
    });


    The green Pickaxe picture that was used can be downloaded here! (16x16)

    5. Axe ( Tool Set ) (1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    In your static section paste this:
    public static final Item NAMEAxe = new ItemAxe(2096, EnumToolMaterial.GOLD).setItemName("whatever");

    Paste these lines of code in your public void load():
    NAMEAxe.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/pic.png");
    ModLoader.addName(NAMEAxe, "NAME Axe");
    ModLoader.addRecipe(new ItemStack(NAMEAxe, 1), new Object[]
    {
    "** ", "*X ", " X ",
    'X', Item.stick, '*', Block.dirt
    });

    Watch the video for infomation!

    The green Axe picture that was used can be downloaded here! (16x16)

    6. Hoe ( Tool Set ) (1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    In your static section paste this:
    public static final Item NAMEHoe = new ItemHoe(2107, EnumToolMaterial.GOLD).setItemName("Whatever");

    Paste these lines of code in your public void load():
    NAMEHoe.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/pic.png");
    ModLoader.addName(NAMEHoe, "NAME Hoe");
    ModLoader.addRecipe(new ItemStack(NAMEHoe, 1), new Object[]
    {
    "** ", " X ", " X ",
    'X', Item.stick, '*', Block.dirt
    });

    Watch the video for infomation!

    The green Hoe picture that was used can be downloaded here! (16x16)
    7. Shovel / Spade ( Tool Set ) (1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    In your static section paste this:
    public static final Item NAMESpade = new ItemSpade(2099, EnumToolMaterial.GOLD).setItemName("Whatever");

    Paste these lines of code in your public void load():
    NAMESpade.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/pic.png");
    ModLoader.addName(NAMESpade, "NAME Shovel");
    ModLoader.addRecipe(new ItemStack(NAMESpade, 1), new Object[]
    {
    " * ", " X ", " X ",
    'X', Item.stick, '*', Block.dirt
    });

    Watch the video for information of these lines of code!

    The green Shovel picture that was used can be downloaded here! (16x16)
    8. Ore Generating (1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    pase this line of code in your public static section:
    public static final Block NAMEBlock = new BlockNAME(151, 0).setHardness(6F).setResistance(7.0F).setBlockName("whatever");

    Create a new class ( for your BlockNAME, and copy nnd paste this code in:
    package net.minecraft.src;
    import java.util.Random;
    
    public class BlockNAME extends Block
    {
    protected BlockNAME(int i, int j)
    {
    super(i, j, Material.iron);
    }
    
    public int idDropped(int par1, Random par2Random, int par3)
    {
    return mod_NAME.ITEM.shiftedIndex;
    }
    public int quantityDropped(Random random)
    {
    return 1;
    }
    
    public String Version()
    {
    return "3.14159265";
    }
    }

    follow the video tutorial if you get stuck or confused. Now paste these lines of code in you Public void load():
    ModLoader.registerBlock(NAMEBlock);
    NAMEBlock.blockIndexInTexture = ModLoader.addOverride("/terrain.png" , "/items/pic.png");
    ModLoader.addName(NAMEBlock, "In Game Name Ore");

    once you have paste that line of code, be sure to change any (NAME) with your block name, now under your static final section, not your public void load. You paste these lines of code:
     public void generateSurface(World world, Random random, int chunkX, int chunkZ)
    {
    Random randomGenerator = random;
    
    for (int i = 0; i < 10; i++)
    {
    int randPosX = chunkX + randomGenerator.nextInt(20);
    int randPosY = random.nextInt(40);
    int randPosZ = chunkZ + randomGenerator.nextInt(20);
    (new WorldGenMinable(NAMEBlock.blockID, 4)).generate(world, random, randPosX, randPosY, randPosZ);
    }
    }

    This line of code deals with your actual ore generation in chunks. If you would like to generate more ore everywhere then mess with this line of code: for (int i = 0; i < 10; i++) - Change 10 to 30 and see the difference. If you know Minecraft's XYZ's coordence then you can easly chnage where ore will spawn underground. I cover a lot of lines in my video. So check it out!

    The green Ore picture that was used can be downloaded here! (16x16)
    9. Armor set (1.2.5 / 1.3.2 / 1.4.x)

    [media][media][/media[/media]]
    Make a new class, and paste this in your mod_NAMEARMOR:
    package net.minecraft.src;
    
    import net.minecraft.client.Minecraft;
    
    public class mod_NAME extends BaseMod
    {
    
    public void load()
    {
    
    
    
    }
    
    public String Version()
    {
    return "1.4.2";
    }
    
    
    
    public String getVersion()
    {
    return "3.14159265";
    }
    }

    This is the Basic Modloader coding format. You will use this like a normal mod_file you have made. In your Static final body paste these lines of code:
    public static final Item NAMEBody = (new ItemArmor(2200, EnumArmorMaterial.GOLD ,5,1 ).setItemName("Whatever"));
    public static final Item NAMEHelmet = (new ItemArmor(2201,EnumArmorMaterial.GOLD ,5,0 ).setItemName("Whatever"));
    public static final Item NAMEPants = (new ItemArmor(2202,EnumArmorMaterial.GOLD ,5,2 ).setItemName("Whatever"));
    public static final Item NAMEBoots = (new ItemArmor(2203,EnumArmorMaterial.GOLD, 5, 3 ).setItemName("Whatever"));

    We are defining the items that you will use to place on your armor slots. Keep in mind this line of code (5,0) The 5 is the new armor number you have added. Since Minecraft has 4 armor sets you are adding in the 5th set. ( If you add in more armor be sure to increase that number to 6) - Now the 0 is where the item will be placed on the armor slots. 0 = HELMET, 1 = BODY, 2 = PANTS, and 3 = BOOTS.
    Now paste these lines of code in your Public void load():
    NAMEBody.iconIndex = ModLoader.addOverride("/gui/items.png", "/items/pic.png");
    ModLoader.addName(NAMEBody, "In-Game-NAME Chestplate");
    ModLoader.addRecipe(new ItemStack(NAMEBody,1), new Object[]{
    "* *", "***", "***", Character.valueOf('*'), Block.dirt});
    
    // Helmet Armor
    NAMEHelmet.iconIndex = ModLoader.addOverride("/gui/items.png", "/items/pic.png");
    ModLoader.addName(NAMEHelmet, "In-Game-Name Helmet");
    ModLoader.addRecipe(new ItemStack(NAMEHelmet,1), new Object[]{
    "***", "* *", Character.valueOf('*'), Block.dirt});
    
    
    // Pants Armor
    NAMEPants.iconIndex = ModLoader.addOverride("/gui/items.png", "/items/pic.png");
    ModLoader.addName(NAMEPants, "In-game-Name Leggings");
    ModLoader.addRecipe(new ItemStack(NAMEPants,1), new Object[]{
    "***", "* *", "* *", Character.valueOf('*'), Block.dirt});
    
    // Boots Armor
    NAMEBoots.iconIndex = ModLoader.addOverride("/gui/items.png", "/items/pic.png");
    ModLoader.addName(NAMEBoots, "In-Game-Name Boots");
    ModLoader.addRecipe(new ItemStack(NAMEBoots,1), new Object[]{
    "* *", "* *", Character.valueOf('*'), Block.dirt});
    
    ModLoader.addArmor("Name-Of-Armor");

    Watch my video for more details.

    Pictures! ( used in video )

    Download the bundle! (16x16)

    10. Publishing / Converting your mod into a download! (1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]

    It's very simple. Just follow my tutorial xD

    11. Smelting ( 1.2.5 ONLY )

    [media][media][/media[/media]]
    *This video and code only work for Minecraft 1.2.5 MCP coding!* Updated code is located down below!
    Paste this line of code in your public void load():
    ModLoader.addSmelting(BLOCK.blockID, new ItemStack(ITEM, 1));

    Watch the video for information!

    Download my "Shiny Gem" Here! (16x16)

    12. Solid Blocks ( 1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    The same Idea as in making a block, but a few changes.
    Copy and paste this line of code in your "public static final section"
    public static final Block NAMEBlock = new BlockNAME(160, 0).setBlockName("whatever").setHardness(5F).setResistance(6F).setStepSound(Sound);

    You will need to follow my video for a great description of this line and the following lines.
    Copy and paste these lines in your public void load:
    /terrain.png", "/items/pic.png");
    ModLoader.registerBlock(NAMEblock);
    ModLoader.addName(Rubyblock, "In-Game-Name Block");
    ModLoader.addRecipe(new ItemStack(NAMEblock, 1), new Object [] {"###", "###", "###", Character.valueOf('#'), ITEM});; padding:10px; margin-bottom:10px;">NAMEblock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/items/pic.png");
    ModLoader.registerBlock(NAMEblock);
    ModLoader.addName(Rubyblock, "In-Game-Name Block");
    ModLoader.addRecipe(new ItemStack(NAMEblock, 1), new Object [] {"###", "###", "###", Character.valueOf('#'), ITEM});
    And for your BlockNAME you will need to create a new class to define it, make a new class and paste in this code:
    in your BlockNAME:
    package net.minecraft.src;
    import java.util.Random;
    
    public class BlockNAME extends Block
    {
    public BlockNAME(int i, int j)
    {
    super(i, j, Material.wood);
    }
    
    
    public int idDropped(int i, Random random, int j)
    {
    return mod_NAME.BLOCK.blockID;
    }
    public int quantityDropped(Random random)
    {
    return 1;
    }}


    Download my Block that I used in my tutorial Here!

    13. Updating your mod to Minecraft 1.3 ( Old ) ( 1.3 )

    [media][media][/media[/media]]

    STEPS:
    - Download Modloader 1.3
    - Download the new MCP V1.7 ( for Minecraft 1.3 )
    - Get a fresh Minecraft.jar
    - (Optional) Get a Minecraft_Server.jar 1.3
    - Copy and paste your "Bin" and "resources" folders in your "jars" folder.(make sure you have modded minecraft.jar with modloader
    - Decompile
    - Move over Old src to New Src

    *How to Move Over*
    - Either look for your class files in your old src and move over
    - Or, Highlight ALL, *copy* and paste in new src, But DON'T REPLACE

    - Recompile
    - Look for errors. ( you might get 1 )

    - Move over pictures / items to new location.

    - Open eclipse, and look for your mod_NAME
    - Run Minecraft, and enjoy your mod!

    Get the New MCP for Minecraft 1.3 and downloads Here!

    14. Updating your mod to 1.3.2, with New coding and Fixes* ( 1.3.2 )

    [media][media][/media[/media]]










    The Downloads!
    What to do!
    - Update your version of MCP to 1.3.2
    - Copy your old src (source) to your new moddings folder (you can get mine)
    - Copy your pictures as well
    - Fix errors. If any (look for red lines)

    15. Food ( 1.2.5 / 1.3.2 / 1.4.x )

    [media][/media]
    Paste this line of code in your public static final section:
    public static final Item nameHere = new ItemFood(5000, 6, 1F, true).setItemName("anyNameHere");

    It's just like making an Item, but this time you make sure it extends ItemFood.
    The 1F means how many 1/2 hunger bar is your food going to fill up, so 2 = 1 bar, 3 = 2 1/2, and so on.
    The 6 is how long till you get hungy again, 5 is normal, and 3 is very low where you will starve again! The true statement is if you can feed it to a wolf. true = yes, and false = No.

    Now paste this line of code in your public void load():
    foodNameHere.iconIndex = ModLoader.addOverride("/gui/items.png", "/items/image.png");
    
    ModLoader.addName(foodNameHere, "My Food");
    
    ModLoader.addRecipe(new ItemStack(Food01, 5), new Object[]
    {
    "***", "* *", "***",
    '*', Item.sugar
    });


    Download my Food item here! ( Doughnut )

    16. New Smelting Code ( 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    //IF SMELTING ITEM TO ITEM
    ModLoader.addSmelting(yourItem.shiftedIndex, new ItemStack(yourSmeltedItem, 1), 1.0F);
    
    
    
    //IF SMELTING BLOCKS TO BLOCKS
    ModLoader.addSmelting(yourBlock.blockID, new ItemStack(yourSmeltedBlock, 1), 1.0F);


    The 1.0F is how much exp you'll recieve with smelting successfully. The rest is explained in my tutorial.

    17. Adding Items / Blocks to your Creative Tab ( 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    //For a Item:
    
    YourItem.setTabToDisplayOn(CreativeTabs.tabMaterials);
    
    
    //For a Block
    
    this.setCreativeTab(CreativeTabs.tabBlock);


    If you have a sword, then remove the (CreativeTabs.tabMaterials) and spell in " (CreativeTabs. " if you put that point "." you should have a list of the tabs available, like the Materials Tab, Combat, Misc, Food, Tools, etc.


    18. Updating your mod to 1.4.2 ( 1.3.2 / 1.2.5 / 1.4.x )

    [media][media][/media[/media]]
    Download all the requirements!

    19. Mobs Part 1 - Modeling with Techne! - ( 1.3.2 / 1.4.x )

    [media][/media[/media]]

    Link Removed

    Download my Mob save here!

    You will need Internet Explorer to right-click the "Download/Website" link on Techne's forum to save it as an application.

    ( Watch my Video )

    19. Mobs Part 2 -Texturing- ( 1.3.2 / 1.4.x )

    [media][media][/media[/media]]

    Check out Paint.net

    Download my Mob Texture!

    19. Mobs Part 3 - Coding Mob ( 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    mod_NAME.java:
    package net.minecraft.src;
    
    import java.awt.Color;
    import java.util.Map;
    
    public class mod_NAME extends BaseMod
    {
    public String getVersion()
    {
    return "1.4.2";
    }
    
    public void load()
    {
    ModLoader.registerEntityID(EntityNAME.class, "NAME", 30);//registers the mobs name and id
    ModLoader.addSpawn("NAME", 15, -5, 1, EnumCreatureType.monster);//makes the mob spawn in game
    ModLoader.addLocalization("entity.NAME.name", "NAME");//adds Mob name on the spawn egg
    EntityList.entityEggs.put(Integer.valueOf(30), new EntityEggInfo(30, 894731, (new Color(21, 15, 6)).getRGB()));//creates the spawn egg, and chnages color of egg
    }
    
    public void addRenderer(Map var1)
    {
    var1.put(EntityNAME.class, new RenderLiving(new ModelNAME(),.5f));
    }
    }

    First off make yourself a new class, replace all the NAME with the actualy name that you have chosen. In the public void load() Modloader registers the mob/entity that you are creating. I have left side notes on most of the line of code for you to understand what they mean.
    EntityNAME:
    package net.minecraft.src;
    
    public class EntityNAME extends EntityMob//extend this to make mob hostile
    {
    public EntityNAME(World par1World)
    {
    super(par1World);
    this.texture = "/mob/NAME.png";//Set Mob texture
    this.moveSpeed = 0.4f;//sets how fast this mob moves
    isImmuneToFire = false;
    //below this is all the ai tasks that specify how the mob will behave mess around with it to see what happens
    this.tasks.addTask(0, new EntityAISwimming(this));
    this.tasks.addTask(1, new EntityAIAttackOnCollide(this, EntityPlayer.class, this.moveSpeed, false));
    this.tasks.addTask(2, new EntityAIMoveTwardsRestriction(this, this.moveSpeed));
    this.tasks.addTask(3, new EntityAIWander(this, this.moveSpeed));
    this.tasks.addTask(4, new EntityAILookIdle(this));
    this.targetTasks.addTask(0, new EntityAIHurtByTarget(this, false));
    this.targetTasks.addTask(1, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 25.0F, 0, true));
    
    }
    
    public int func_82193_c(Entity par1Entity) //the amount of damage
    {
    return 4;
    }
    
    protected void fall(float par1) {}
    public int getMaxHealth() // Mob health
    {
    return 10;
    }
    
    protected String getLivingSound()
    {
    return "mob.pig.say";
    }
    
    protected String getHurtSound()
    {
    return "mob.pig.say";
    }
    
    protected String getDeathSound()
    {
    return "mob.pig.death";
    }
    
    protected int getDropItemId()
    {
    return Item.stick.shiftedIndex;
    }
    protected boolean canDespawn()
    {
    return true;
    }
    
    protected boolean isAIEnabled()//Allow your AI task to work?
    {
    return true;
    }
    }

    Each line is pretty much self explanatory, watch my video and read the side notes to understand the code.

    Here is my ModelGreenMonster

    package net.minecraft.src;
    
    public class ModelGreenMonster extends ModelBase
    {
    //fields
    ModelRenderer Leg2;
    ModelRenderer Leg1;
    ModelRenderer Body;
    ModelRenderer Arm1;
    ModelRenderer Arm2;
    ModelRenderer Head;
    
    public ModelGreenMonster()
    {
    textureWidth = 64;
    textureHeight = 128;
    
    Leg2 = new ModelRenderer(this, 48, 49);
    Leg2.addBox(-2F, 0F, -2F, 4, 11, 4);
    Leg2.setRotationPoint(-4F, 13F, 0F);
    Leg2.setTextureSize(64, 128);
    Leg2.mirror = true;
    setRotation(Leg2, 0F, 0F, 0F);
    Leg1 = new ModelRenderer(this, 31, 49);
    Leg1.addBox(-2F, 0F, -2F, 4, 11, 4);
    Leg1.setRotationPoint(2F, 13F, 0F);
    Leg1.setTextureSize(64, 128);
    Leg1.mirror = true;
    setRotation(Leg1, 0F, 0F, 0F);
    Body = new ModelRenderer(this, 0, 68);
    Body.addBox(0F, 0F, 0F, 12, 7, 7);
    Body.setRotationPoint(-7F, 7F, -3F);
    Body.setTextureSize(64, 128);
    Body.mirror = true;
    setRotation(Body, 0F, 0F, 0F);
    Arm1 = new ModelRenderer(this, 0, 34);
    Arm1.addBox(0F, -1F, -9F, 4, 3, 12);
    Arm1.setRotationPoint(5F, 8F, -3F);
    Arm1.setTextureSize(64, 128);
    Arm1.mirror = true;
    setRotation(Arm1, 0F, 0F, 0F);
    Arm2 = new ModelRenderer(this, 0, 19);
    Arm2.addBox(-4F, -1F, -10F, 4, 3, 12);
    Arm2.setRotationPoint(-7F, 8F, -3F);
    Arm2.setTextureSize(64, 128);
    Arm2.mirror = true;
    setRotation(Arm2, 0F, 0F, 0F);
    Head = new ModelRenderer(this, 0, 0);
    Head.addBox(-3F, -6F, -2F, 8, 6, 5);
    Head.setRotationPoint(-2F, 7F, 0F);
    Head.setTextureSize(64, 128);
    Head.mirror = true;
    setRotation(Head, 0F, 0F, 0F);
    }
    
    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
    {
    super.render(entity, f, f1, f2, f3, f4, f5);
    setRotationAngles(f, f1, f2, f3, f4, f5);
    Leg2.render(f5);
    Leg1.render(f5);
    Body.render(f5);
    Arm1.render(f5);
    Arm2.render(f5);
    Head.render(f5);
    }
    
    private void setRotation(ModelRenderer model, float x, float y, float z)
    {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
    }
    
    public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
    {
    // super.setRotationAngles(f, f1, f2, f3, f4, f5);
    }
    
    }


    Check out Notepad++

    Download my Mob Texture!
    19. Part 4 - Leg/Arm movement! ( 1.3.2 / 1.4.x )

    [media] [/media]
    You will need to paste these body of code in your modelNAME.java file! Mess with the #'s to get random rotation results!
     public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
    {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, null);
    leg.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.0F * f1;
    leg2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.0F * f1;
    arm.rotateAngleZ = MathHelper.cos(f * 0.6662F) * 1.0F * f1;
    arm2.rotateAngleZ = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.0F * f1;
    }


    20. Updating mods to 1.4.4/1.4.5

    [media] [/media]
    For Minecraft 1.4.4
    Download the newest Modloader here! (1.4.4)

    Download MCP Version 7.19 for 1.4.4 here!

    For Minecraft 1.4.5
    Download the files here!
    21. Applying Enchantment effect on Items! ( 1.3.2 / 1.4.2 / 1.4.x )

    [media] [/media]

    The enchantment effect code is here:
     public boolean hasEffect(ItemStack par1ItemStack){
    return true;
    }

    Leave the return to true in order to get the enchantment effect on the item!

    22. Adding color to Item names! ( 1.3.2 / 1.4.2 / 1.4.x )

    [media] [/media]
    Here is the code that was used in this video!:
     public String getItemDisplayName(ItemStack par1ItemStack)
    {
    String var2 = ("\u00a7E" + StringTranslate.getInstance().translateNamedKey(this.getLocalItemName(par1ItemStack))).trim();
    return var2;
    }

    Pay attention to \u00a7E that E is the placement for a color code. In order to see the color codes link is right here:

    Color codes webpage!

    Change the E to 1 or 2 or 4, you will get a different color, this method does not work on blocks. I will look into that later on

    23. Fire Aspect on items/weapons! (1.2.5/1.3.2/1.4.x)

    [media] [/media]
    Code:
     public boolean hitEntity(ItemStack itemstack, EntityLiving entityliving, EntityLiving entityliving1)
    {
    entityliving.setFire(5);
    return true;
    }

    To turn off the fire aspect, put return false; The 5 is the amount of ticks the fire will remain on the entity. Raise it higher if you wish the mod will remain on fire for a very long time.

    24. Fuel for Items / Blocks (1.4.x)

    [media] [/media]
    public int addFuel(int par1, int par2)
    {
    if(par1 == ITEM.shiftedIndex)//200 ticks is normal,1600 ticks is coal
    {
    return 200;
    }
    if(par1 == BLOCK.blockID)
    {
    return 200;
    }
    return 0;
    }

    Watch the video for some additional information!

    25. Achievements (1.4.x)

    [media][/media]
    These line of codes were used in my video, I have explained what they mean. Paste these lines of code in your "public class" section
    public static final Achievement achievementFood = new Achievement(5400, "achievementFood", 10, 9, Item.sugar, null).setSpecial().setIndependent().registerAchievement();
    public static final Achievement achievementGem = new Achievement(5401, "achievementGem", 10, 12, Item.bone, achievementFood).registerAchievement();

    Paste these lines of code in your "public void load()"
    ModLoader.addAchievementDesc(achievementFood, "Yummy!", "Craft a Donut!!");
    ModLoader.addAchievementDesc(achievementGem, "Green GEM!", "Pick Up a Green Gem!");

    paste these lines of code underneath the public void load, make sure you do not paste them in public void load():
    public void takenFromCrafting(EntityPlayer entityplayer, ItemStack itemstack, IInventory iinventory)
    {
    if(itemstack.itemID == mod_minecraft.Food01.shiftedIndex)
    {
    entityplayer.addStat(achievementFood, 1);
    }
    }
    public void onItemPickup(EntityPlayer entityplayer, ItemStack itemstack)
    {
    if(itemstack.itemID == mod_minecraft.greengem.shiftedIndex)
    {
    entityplayer.addStat(achievementGem, 2);
    }
    }

    Follow the video tutorial for more information.
    26. Nether Ore Generation(1.4.x)

    [media][/media]
    Follow the tutorial on making a new WorldGenNether class by copying the src code from WorldGenMinable.
    Here is the code that you will place in your mod_mod:
    public void generateNether(World var1, Random var2, int var3, int var4)
    {
    int var5;
    int var6;
    int var7;
    int var8;
    int veinsize=8;//Size of the vein
    int rarity=12;//the rarity of the ore
    for (var5 = 0; var5 < rarity; ++var5)
    {
    var6 = var3 + var2.nextInt(16);
    var7 = var2.nextInt(128);
    var8 = var4 + var2.nextInt(16);
    new WorldGenNether(Block.dirt.blockID, veinsize).generate(var1, var2, var6, var7, var8);//replace dirt with your custom ore
    }
    }


    I left some side notes, explaining the obvious. But anyways! Hope this helps!

    27. Advance Blocks: Gravitational Physics, Light Value, and Unbreakable(1.4.x)

    [media][/media]

    For the gravitational block you'll need to follow along with my tutorial,
    to make your block unbreackable add in this line of code to your "pubic static final"
    .setBlockUnbreakable()

    Now to make your block have a light value, you'll add this line of code to your "public static final"
    .setLightValue(5)

    Increase or decrease the number 5 to lower or increase the light radius.
    28. Updating our mod to 1.5.1 + Bug fixes (New!)
    [media][/media]
    Downloads Click Here!

    Last thing to say!


    Thank you for support!

    Get our Banner below!
    [represent]
    Posted in: Mapping and Modding Tutorials
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