**Note: These videos were filmed and rendered in HD. If you can't read the code I write click on the video and change the resolution to 720p.**
As of Septemeber 19th I am redoing tutorials for 1.3.2 - The following videos are firs ton the list:
1. How to create a block (REDONE)
2. How to create an Item (REDONE)
3. Redstone (ALL NEW)
4. Glowing blocks (ALL NEW)
5. Trees (ALL NEW)
6. Generating Grass type blocks (ALL NEW)
7. Furnaces (ALL NEW)
8. Generating in the nether (ALL NEW)
9. Generating in overworld (REDONE)
10. Different types of torches (ALL NEW)
ALL source code will be included with each tutorial as they become redone or are brand new!
All source code will only be available on this forum!
Tutorials we have covered already: Basic tutorials:
1. Set-up of MCO
2. Creating a Basic Mod File
3. Creating a Block
4. Creating a Smelting Recipe
5. Naturally Generating Ore/Mineral/Blocks
6. Creating a Crafting Recipe
7. Creating an Item
8. Getting Different Textures on Different Sides of a Block.
9. Make Your Mod Ready For Install
Intermediate tutorials:
1. Food
2. Potion Effect with Food
3. Armor
4. Tools/Swords
5. Randomly Generate on the Surface
**Note: Install Risugami's ModLoader on your minecraft.jar before decompiling for future use with my tutorials. Without ModLoader you will not be able to follow my tutorials. I forgot to mention this in the Set-Up Tutorial.**
Explanation:
1. Install ModLoader on your mincraft.jar.
2. Drag "bin" and "resources" into the jars folder after you have extracted MCP
3. Decompile the minecraft.jar using "decompile.bat" found in the home directory of MCP
Explanation:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Create a new java class. Name it mod_####.java where #### = name of your mod.
3. Write in the code shown in the video and save your file.
Creating a Basic Block:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Create a new java class. Name it Block####.java where #### = name of your Block.
3.Write in the code shown in the video to both mod_#### and block_#### and save your file
4. In the next few basic tutorials i will show you how to obtain your block using smelting and crafting recipes as well as naturally generating your ore.
Creating a Smelting Recipe:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Open up mod_#### where #### = the name of your mod
3. Write in the code shown in the video to mod_#### and save the file.
4. Now when you smelt planks as shown in the video you get TutorialBlock, but you can change the planks and/or TutorialBlock to anything you please.
Naturally Generating Ores/Minerals/Blocks:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Open up mod_#### where #### = the name of your mod
3. Write in the code shown in the video to mod_#### and save the file.
4. Now change the values. "l<##" that means how many veins of that ore will spawn in any chunk where ## = The amount.
5. Now your block should randomly generate throughout your world.
How to create a Crafting Recipe:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Open up mod_#### where #### = the name of your mod
3. Write in the code shown in the video to mod_#### and save the file.
4. Now you should have craftable recipe
How create an Item:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Open up mod_#### where #### = the name of your mod
3. Write in the code shown in the video to mod_#### and save the file.
4. Now you should have an item that when you smelt #### block it turns into your item. Where #### = Your choice of block.
How to get different textures on each side of a block:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Open up mod_#### where #### = the name of your mod
2.5 Also open Block#### where #### = the name of your block
3. Write in the code shown in the video to mod_#### and Block#### then save the file.
4. Now you should have a block that could contain at the max 6 different custom side textures.
**Note: 0 = Bottom, 1 = Top, 2,3,4,5 = Sides**
How to Make Your Mod Ready For Install:
1. Open up your MCP mod Directory
2. Run Recompile.bat
2.5 Run Reobfuscate.bat
3. Go into your Reobf folder.
4. Thoose are the files you must give to anyone to install your mod.
**Note: Make sure the person willing to install your mod also has Risugami's modloader installed or your mods will not work!**
Intermediate Tutorials:
Food:
How To Create a Food Item:
1. Open up Eclipse
2. Open mod_#### where #### = the name of your mod
3. Edit mod_#### like shown in the video and save it.
4. Now you should have your food.
Potion Effects on Food:
1. Open up Eclipse
2. Open mod_#### where #### = the name of your mod
3. Edit mod_#### like shown in the video and save it.
4. Now you should have your food.
How to create custom Armor:
1. Open up Eclipse
2. Open mod_#### where #### = the name of your mod
3. Edit mod_#### like shown in the video and save it.
4. Now you should have your food.
Tools:
Swords:
How to create Swords Simple, but not as compatible with other mods:
1. Open up Eclipse
2. Open mod_#### where #### = the name of your mod and EnumToolMaterial
3. Edit mod_#### and EnumToolMaterial like shown in the video and save it.
4. Now you should have your sword.
**Note: This code requires editing of a file included in minecraft. If any other mod uses this file it could overwrite it and mess up some of your mods when using multiple mods. For maximum usgae watch my swords advanced tutorial. It shows you how to not edit that file and still have it all work!**
How to create Swords Advanced, Totally compatible with other mods:
**Note: This tutorial uses code found in the simple version. This tutorial is just an add on to increase compatibility and customization.**
1. Open up Eclipse
2. Open mod_#### where #### = the name of your mod and create files Item$$$$Sword and Enum$$$$ToolMaterial where $$$$ = the name of your material or group of materials.
3. Edit all the files as shown in the video and save it.
4. Now you should have your sword with maximized compatibility
How to create Tools such as pickaxe's shovels, axe's and hoes:
**Note: This tutorial uses code found in the Sword Advanced Tutorial.**
1. Open up Eclipse
2. Open/create the files used in this video.
3. Edit all the files as shown in the video and save it.
4. Now you should have all your tools!
How to randomly Generate ore/blocks on the surface of the world:
1. Open up Eclipse
2. Open/create the files used in this video.
3. Edit all the files as shown in the video and save it.
4. Now you should have our ore generating on the surface of the world!
Advanced Tutorials:
How to Create Friendly and Hostile Mobs:
**Note: Watch these tutorials in order**
How to use Techne to Design Your Mob:
1. Open up Techne
2. Open up Pixlr.com or your favorite image editor
3. Edit your mob and then export it as a texture map to edit the texture
4. Once your done editing the texture export your mob as JAVA.
How to Create a Hostile Mob Using Your Techne Design:
1. Open up Eclipse
2. Create 3 new files: Model####, Entity####, Render#### where #### is the name of your mob
2.5 Open mod_#### where #### is the name of your mod. Also open ####.java where #### = the name you named your JAVA file when you exported it out of TECHNE
3. Edit all 5 files like done in the video and save them.
4. Now you should have a hostile mob that acts like a zombie
How to Create a Friendly Mob Using Your Techne Design and Some of the Hostile Mob Code:
1. Open up Eclipse
2. Open mod_#### where #### is the name of your mod. Also open Model####, Entity####, Render#### where #### is the name of your mob.
3. Edit all 4 files like done in the video and save them.
4. Now you should have a friendly Mob that acts like a cross between a pig and cow.
In Depth: How to customize what your Mob drops when it is killed:
1. Open up Eclipse
2. Open Entity#### where #### is the name of your Mob
3. Edit the file as shown in the video and save it.
4. Now you should have a friendly Mob that you can customize what it drops when it is killed.
More Mob Tutorials Coming Soon, don't fret to leave a comment on what Mob tutorials you would like to see!
How to Create Custom Biomes:
1. Open up Eclipse
2. Edit the four files found in the video and save
3. Now you should have your custom biome!
Randomly Generated Structures:
Randomly Generating Buildings:
Randomly Generating Buildings Part 1 - The Generation:
1. Open up Eclipse
2. Edit the two files shown
3. Now you should watch part 2
Randomly Generating Buildings Part 2 - Safety Checks Video 1:
1. Open up Eclipse
2. Edit WorldGenSpawn as shown in the video
3. Now you should watch part 3
Randomly Generating Buildings Part 3 - Safety Checks Video 2:
1. Open up Eclipse
2. Edit WorldGenSpawn as shown in the video
3. Now you should watch part 4
Randomly Generating Buildings Part 4 - Filling in Below:
1. Open up Eclipse
2. Edit WorldGenSpawn as shown in the video
3. Now you should watch part 5
Randomly Generating Buildings Part 5 - Install Sequence:
1. Open up Eclipse
2. Edit WorldGenSpawn as shown in the video
3. Now you should watch part 6
Randomly Generating Buildings Part 5 - Windows:
1. Open up Eclipse
2. Edit WorldGenSpawn as shown in the video
3. Now you should watch part 6
Randomly Generating Structures General Code:
1. Open up Eclipse
2. Edit the two files shown
3. Now you should have your custom object spawning randomly in your world!
Pyramids:
1. Open up Eclipse
2. Edit the two files shown
3. Now you should have your custom object spawning randomly in your world!
**Note: This video shows how to do it with pyramids. You CAN acomplish the same task using a bunch of setBlockWithNotify statements, but that way is very boring and does not teach you ANYTHING. Using my way you learn all about algorithms, for loops, and how to have fun while coding.
It does get a little big confusing especially for the beginner. So if this is your FIRST tutorial maybe you should try a simpler one first.
If you don't want to generate a pyramid, but instead just want to know how to generate randomly just use the Mod_### code where ### = the name of your mod. You still have to create the second file, but you would code that file totally different depending on your structure.
Well tomorrow man is the day I make it. I personally can't wait. I ahd school assignments sneak up on me I had to finish this week. Big projects and essays, but Friday's the day.
oh also how do i make my mod 1.2 without having to retype whole code over again
Well wait for ModLoader 1.2. Then just reinstall MCP and then copy over your mod files. I don't think they have changed the code enough for my tutorials not to work. Unless ModLoader itself changes their code.
Nice tutorial considering ModLoader 1.2 is out yet.
Thanks, and even if it was sarcastic I should update you on a few things. Soon I'm going to be uploading videos that don't always use ModLoader. Stuff like Biome Altering Tutorials. Therefore it is still a 1.2 Forum post. Second, I believe most code will remain unchanged for 1.2 ModLoader. If it does change I make the promise to redo the tutorials that it changes. Thanks for your feedback though.
When I was decompiling, I got this stuff. My FATAL ERROR and ERRORS FOUND didn't match your tutorial:
== MCP 5.6 (data: 5.6, client: 1.1, server: 1.1) ==
!! Updates available. Please run updatemcp to get them. !!
> Creating Retroguard config files
== Decompiling Client ==
!! Modified jar detected. Unpredictable results !!
> Creating SRGS for client
> Applying Retroguard to client
'"C:\Program Files\Java\jdk1.7.0_03\bin\java.exe" -cp "runtime\bin\retroguard.ja
r;lib;lib\*;jars\bin\minecraft.jar;jars\bin\jinput.jar;jars\bin\lwjgl.jar;jars\b
in\lwjgl_util.jar" RetroGuard -searge temp\client_rg.cfg' failed : 1
== ERRORS FOUND ==
Unrecoverable error during obfuscation, see log file for details.
RetroGuard error: COM.rl.obf.classfile.ClassFileException: ClassNotFound eloraam
/core/IRedPowerConnectable
==================
FATAL ERROR
Traceback (most recent call last):
File "runtime\decompile.py", line 49, in decompile
commands.applyrg(CLIENT)
File "C:\Users\Owner\Desktop\Minecraft Modding Files\Tutorial\runtime\commands
.py", line 619, in applyrg
self.runcmd(forkcmd)
File "C:\Users\Owner\Desktop\Minecraft Modding Files\Tutorial\runtime\commands
.py", line 779, in runcmd
raise CalledProcessError(returncode, forkcmd, output)
CalledProcessError: Command '"C:\Program Files\Java\jdk1.7.0_03\bin\java.exe" -c
p "runtime\bin\retroguard.jar;lib;lib\*;jars\bin\minecraft.jar;jars\bin\jinput.j
ar;jars\bin\lwjgl.jar;jars\bin\lwjgl_util.jar" RetroGuard -searge temp\client_rg
.cfg' returned non-zero exit status 1
Press any key to continue . . .
P.S.
I've read the "!! Updates available. Please run updatemcp to get them. !!". Are you sure the link is updated?
have u got non modded jar cause thats wat normally causes it and u only want modloader and just keep ur meta-inf folder in ur jar cause u dont needa remove cause i didnt hope that helped
First. I'd llike to say thanks for taking the time to make these tutorials. I found them very useful.
Second, I'd like your thoughts, please.
I have been working on an update to my mod. It previously just had a few items, but I am trying to add a naturally generating block using your tutorial. I have the MCP 6.0 preview, and ModLoader 1.2.3. I have no errors after recompiling in MCP. However, when I run the test client, I get the following error message:
--- BEGIN ERROR REPORT a0bb3f11 --------
Generated 3/3/12 9:05 PM
Minecraft: Minecraft 1.2.3
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics Family version 3.0.0 - Build 8.15.10.2353, Intel
java.lang.ArrayIndexOutOfBoundsException: 505
at net.minecraft.src.ModLoader.initStats(ModLoader.java:887)
at net.minecraft.src.ModLoader.init(ModLoader.java:860)
at net.minecraft.src.ModLoader.addAllRenderers(ModLoader.java:154)
at net.minecraft.src.RenderManager.<init>(RenderManager.java:85)
at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:12)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:423)
at net.minecraft.client.Minecraft.run(Minecraft.java:784)
at java.lang.Thread.run(Thread.java:662)
--- END ERROR REPORT bd20ae5e ----------
To be clear, my mod did update and run ok for 1.2.3 before I added the new block/items. Though I know this may have nothing to do with your instruction (as I didn't get the error on recompilation), I thought maybe you might know the direction to start looking for a solution. Thanks!
First. I'd llike to say thanks for taking the time to make these tutorials. I found them very useful.
Second, I'd like your thoughts, please.
I have been working on an update to my mod. It previously just had a few items, but I am trying to add a naturally generating block using your tutorial. I have the MCP 6.0 preview, and ModLoader 1.2.3. I have no errors after recompiling in MCP. However, when I run the test client, I get the following error message:
--- BEGIN ERROR REPORT a0bb3f11 --------
Generated 3/3/12 9:05 PM
Minecraft: Minecraft 1.2.3
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics Family version 3.0.0 - Build 8.15.10.2353, Intel
java.lang.ArrayIndexOutOfBoundsException: 505
at net.minecraft.src.ModLoader.initStats(ModLoader.java:887)
at net.minecraft.src.ModLoader.init(ModLoader.java:860)
at net.minecraft.src.ModLoader.addAllRenderers(ModLoader.java:154)
at net.minecraft.src.RenderManager.<init>(RenderManager.java:85)
at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:12)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:423)
at net.minecraft.client.Minecraft.run(Minecraft.java:784)
at java.lang.Thread.run(Thread.java:662)
--- END ERROR REPORT bd20ae5e ----------
To be clear, my mod did update and run ok for 1.2.3 before I added the new block/items. Though I know this may have nothing to do with your instruction (as I didn't get the error on recompilation), I thought maybe you might know the direction to start looking for a solution. Thanks!
The MCP preview link was found on Searge's Twitter page earlier today (3/3/12)
hmm i get same error so idk wats up with it Xd
hmmm well umm yeah when i opened it in eclipse it just said modloader can no be resolved
i fixed it im pretty sure but time to find my ore ;D hmm my ore is not generating for sum reason
Hey I found the solution that worked for me:
public void generateSurface(World world, Random rand, int chunkx, int chunkz){
change that g to a lower case. It seems to be different in the BaseMod class.
Hmmm, Apparently you can relax on the Jungle Texture Issues. I have read that it is a ModLoader related problem. I hope it will be Fixed soon.
But just one question, in the crafting recipe tut you show us how to make a recipe for blocks... Items seem to be different. How do I make a recipe for my custom item?" (I already have most of code just need to know exactly what my item is called so I can tell it to make that)
Here is my ItemRocketFuel.java:
package net.minecraft.src;
import java.util.Random;
public class ItemRocketFuel extends Item
{
public ItemRocketFuel(int i)
{
super(i);
maxStackSize = 16;
}
}
I cant tell, what EXACTLY is my item named? Ive tried Item.RocketFuel and other things but it wont work.
I have all other things need in my mod_JetPacks file even the crafting part I JUST cant figure out what t put like for normal things you put Item.gunpowder or whatever but that dosent work for me.
Help please?
Tutorials we have covered already:
Basic tutorials:
1. Set-up of MCO
2. Creating a Basic Mod File
3. Creating a Block
4. Creating a Smelting Recipe
5. Naturally Generating Ore/Mineral/Blocks
6. Creating a Crafting Recipe
7. Creating an Item
8. Getting Different Textures on Different Sides of a Block.
9. Make Your Mod Ready For Install
Intermediate tutorials:
1. Food
2. Potion Effect with Food
3. Armor
4. Tools/Swords
5. Randomly Generate on the Surface
Advanced tutorials:
1. Creating and Customizing Mobs
2. Custom Biomes
3. Randomly Generated Structures(Buildings, Objects)
Basic Tutorials:
Set-up of MCP:
**Note: Install Risugami's ModLoader on your minecraft.jar before decompiling for future use with my tutorials. Without ModLoader you will not be able to follow my tutorials. I forgot to mention this in the Set-Up Tutorial.**
Explanation:
1. Install ModLoader on your mincraft.jar.
2. Drag "bin" and "resources" into the jars folder after you have extracted MCP
3. Decompile the minecraft.jar using "decompile.bat" found in the home directory of MCP
Java:
http://www.oracle.co...oads/index.html
MCP:
http://mcp.ocean-lab...hp/MCP_Releases
Eclipse:
http://www.eclipse.org/downloads/
Creating a Basic Mod File:
Explanation:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Create a new java class. Name it mod_####.java where #### = name of your mod.
3. Write in the code shown in the video and save your file.
Creating a Basic Block:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Create a new java class. Name it Block####.java where #### = name of your Block.
3.Write in the code shown in the video to both mod_#### and block_#### and save your file
4. In the next few basic tutorials i will show you how to obtain your block using smelting and crafting recipes as well as naturally generating your ore.
Creating a Smelting Recipe:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Open up mod_#### where #### = the name of your mod
3. Write in the code shown in the video to mod_#### and save the file.
4. Now when you smelt planks as shown in the video you get TutorialBlock, but you can change the planks and/or TutorialBlock to anything you please.
Naturally Generating Ores/Minerals/Blocks:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Open up mod_#### where #### = the name of your mod
3. Write in the code shown in the video to mod_#### and save the file.
4. Now change the values. "l<##" that means how many veins of that ore will spawn in any chunk where ## = The amount.
5. Now your block should randomly generate throughout your world.
How to create a Crafting Recipe:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Open up mod_#### where #### = the name of your mod
3. Write in the code shown in the video to mod_#### and save the file.
4. Now you should have craftable recipe
How create an Item:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Open up mod_#### where #### = the name of your mod
3. Write in the code shown in the video to mod_#### and save the file.
4. Now you should have an item that when you smelt #### block it turns into your item. Where #### = Your choice of block.
How to get different textures on each side of a block:
1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
2. Open up mod_#### where #### = the name of your mod
2.5 Also open Block#### where #### = the name of your block
3. Write in the code shown in the video to mod_#### and Block#### then save the file.
4. Now you should have a block that could contain at the max 6 different custom side textures.
**Note: 0 = Bottom, 1 = Top, 2,3,4,5 = Sides**
How to Make Your Mod Ready For Install:
1. Open up your MCP mod Directory
2. Run Recompile.bat
2.5 Run Reobfuscate.bat
3. Go into your Reobf folder.
4. Thoose are the files you must give to anyone to install your mod.
**Note: Make sure the person willing to install your mod also has Risugami's modloader installed or your mods will not work!**
Intermediate Tutorials:
Food:
How To Create a Food Item:
1. Open up Eclipse
2. Open mod_#### where #### = the name of your mod
3. Edit mod_#### like shown in the video and save it.
4. Now you should have your food.
Potion Effects on Food:
1. Open up Eclipse
2. Open mod_#### where #### = the name of your mod
3. Edit mod_#### like shown in the video and save it.
4. Now you should have your food.
How to create custom Armor:
1. Open up Eclipse
2. Open mod_#### where #### = the name of your mod
3. Edit mod_#### like shown in the video and save it.
4. Now you should have your food.
Tools:
Swords:
How to create Swords Simple, but not as compatible with other mods:
1. Open up Eclipse
2. Open mod_#### where #### = the name of your mod and EnumToolMaterial
3. Edit mod_#### and EnumToolMaterial like shown in the video and save it.
4. Now you should have your sword.
**Note: This code requires editing of a file included in minecraft. If any other mod uses this file it could overwrite it and mess up some of your mods when using multiple mods. For maximum usgae watch my swords advanced tutorial. It shows you how to not edit that file and still have it all work!**
How to create Swords Advanced, Totally compatible with other mods:
**Note: This tutorial uses code found in the simple version. This tutorial is just an add on to increase compatibility and customization.**
1. Open up Eclipse
2. Open mod_#### where #### = the name of your mod and create files Item$$$$Sword and Enum$$$$ToolMaterial where $$$$ = the name of your material or group of materials.
3. Edit all the files as shown in the video and save it.
4. Now you should have your sword with maximized compatibility
How to create Tools such as pickaxe's shovels, axe's and hoes:
**Note: This tutorial uses code found in the Sword Advanced Tutorial.**
1. Open up Eclipse
2. Open/create the files used in this video.
3. Edit all the files as shown in the video and save it.
4. Now you should have all your tools!
How to randomly Generate ore/blocks on the surface of the world:
1. Open up Eclipse
2. Open/create the files used in this video.
3. Edit all the files as shown in the video and save it.
4. Now you should have our ore generating on the surface of the world!
Advanced Tutorials:
How to Create Friendly and Hostile Mobs:
**Note: Watch these tutorials in order**
How to use Techne to Design Your Mob:
1. Open up Techne
2. Open up Pixlr.com or your favorite image editor
3. Edit your mob and then export it as a texture map to edit the texture
4. Once your done editing the texture export your mob as JAVA.
Techne:
http://www.minecraft...oking-for-help/
How to Create a Hostile Mob Using Your Techne Design:
1. Open up Eclipse
2. Create 3 new files: Model####, Entity####, Render#### where #### is the name of your mob
2.5 Open mod_#### where #### is the name of your mod. Also open ####.java where #### = the name you named your JAVA file when you exported it out of TECHNE
3. Edit all 5 files like done in the video and save them.
4. Now you should have a hostile mob that acts like a zombie
How to Create a Friendly Mob Using Your Techne Design and Some of the Hostile Mob Code:
1. Open up Eclipse
2. Open mod_#### where #### is the name of your mod. Also open Model####, Entity####, Render#### where #### is the name of your mob.
3. Edit all 4 files like done in the video and save them.
4. Now you should have a friendly Mob that acts like a cross between a pig and cow.
In Depth: How to customize what your Mob drops when it is killed:
1. Open up Eclipse
2. Open Entity#### where #### is the name of your Mob
3. Edit the file as shown in the video and save it.
4. Now you should have a friendly Mob that you can customize what it drops when it is killed.
More Mob Tutorials Coming Soon, don't fret to leave a comment on what Mob tutorials you would like to see!
How to Create Custom Biomes:
1. Open up Eclipse
2. Edit the four files found in the video and save
3. Now you should have your custom biome!
Randomly Generated Structures:
Randomly Generating Buildings:
Randomly Generating Buildings Part 1 - The Generation:
1. Open up Eclipse
2. Edit the two files shown
3. Now you should watch part 2
Randomly Generating Buildings Part 2 - Safety Checks Video 1:
1. Open up Eclipse
2. Edit WorldGenSpawn as shown in the video
3. Now you should watch part 3
Randomly Generating Buildings Part 3 - Safety Checks Video 2:
1. Open up Eclipse
2. Edit WorldGenSpawn as shown in the video
3. Now you should watch part 4
Randomly Generating Buildings Part 4 - Filling in Below:
1. Open up Eclipse
2. Edit WorldGenSpawn as shown in the video
3. Now you should watch part 5
Randomly Generating Buildings Part 5 - Install Sequence:
1. Open up Eclipse
2. Edit WorldGenSpawn as shown in the video
3. Now you should watch part 6
Randomly Generating Buildings Part 5 - Windows:
1. Open up Eclipse
2. Edit WorldGenSpawn as shown in the video
3. Now you should watch part 6
Randomly Generating Structures General Code:
1. Open up Eclipse
2. Edit the two files shown
3. Now you should have your custom object spawning randomly in your world!
Pyramids:
1. Open up Eclipse
2. Edit the two files shown
3. Now you should have your custom object spawning randomly in your world!
**Note: This video shows how to do it with pyramids. You CAN acomplish the same task using a bunch of setBlockWithNotify statements, but that way is very boring and does not teach you ANYTHING. Using my way you learn all about algorithms, for loops, and how to have fun while coding.
It does get a little big confusing especially for the beginner. So if this is your FIRST tutorial maybe you should try a simpler one first.
If you don't want to generate a pyramid, but instead just want to know how to generate randomly just use the Mod_### code where ### = the name of your mod. You still have to create the second file, but you would code that file totally different depending on your structure.
Thanks for watching!**
That guy that makes the wheels turn.. Y'know...
Well tomorrow man is the day I make it. I personally can't wait. I ahd school assignments sneak up on me I had to finish this week. Big projects and essays, but Friday's the day.
That guy that makes the wheels turn.. Y'know...
Well wait for ModLoader 1.2. Then just reinstall MCP and then copy over your mod files. I don't think they have changed the code enough for my tutorials not to work. Unless ModLoader itself changes their code.
Thanks, and even if it was sarcastic I should update you on a few things. Soon I'm going to be uploading videos that don't always use ModLoader. Stuff like Biome Altering Tutorials. Therefore it is still a 1.2 Forum post. Second, I believe most code will remain unchanged for 1.2 ModLoader. If it does change I make the promise to redo the tutorials that it changes. Thanks for your feedback though.
That guy that makes the wheels turn.. Y'know...
When I was decompiling, I got this stuff. My FATAL ERROR and ERRORS FOUND didn't match your tutorial:
== MCP 5.6 (data: 5.6, client: 1.1, server: 1.1) ==
!! Updates available. Please run updatemcp to get them. !!
> Creating Retroguard config files
== Decompiling Client ==
!! Modified jar detected. Unpredictable results !!
> Creating SRGS for client
> Applying Retroguard to client
'"C:\Program Files\Java\jdk1.7.0_03\bin\java.exe" -cp "runtime\bin\retroguard.ja
r;lib;lib\*;jars\bin\minecraft.jar;jars\bin\jinput.jar;jars\bin\lwjgl.jar;jars\b
in\lwjgl_util.jar" RetroGuard -searge temp\client_rg.cfg' failed : 1
== ERRORS FOUND ==
Unrecoverable error during obfuscation, see log file for details.
RetroGuard error: COM.rl.obf.classfile.ClassFileException: ClassNotFound eloraam
/core/IRedPowerConnectable
==================
FATAL ERROR
Traceback (most recent call last):
File "runtime\decompile.py", line 49, in decompile
commands.applyrg(CLIENT)
File "C:\Users\Owner\Desktop\Minecraft Modding Files\Tutorial\runtime\commands
.py", line 619, in applyrg
self.runcmd(forkcmd)
File "C:\Users\Owner\Desktop\Minecraft Modding Files\Tutorial\runtime\commands
.py", line 779, in runcmd
raise CalledProcessError(returncode, forkcmd, output)
CalledProcessError: Command '"C:\Program Files\Java\jdk1.7.0_03\bin\java.exe" -c
p "runtime\bin\retroguard.jar;lib;lib\*;jars\bin\minecraft.jar;jars\bin\jinput.j
ar;jars\bin\lwjgl.jar;jars\bin\lwjgl_util.jar" RetroGuard -searge temp\client_rg
.cfg' returned non-zero exit status 1
Press any key to continue . . .
P.S.
I've read the "!! Updates available. Please run updatemcp to get them. !!". Are you sure the link is updated?
"You don't know it, don't show it."
I tried to update my mod with modloader and the MCP prerelease but when I do it i get these errors:
Thanks in advance,
kiteman
i dont think there is a mcp pre-release for minecraft 1.2.3 yet if so link me and i will try fix it
Second, I'd like your thoughts, please.
I have been working on an update to my mod. It previously just had a few items, but I am trying to add a naturally generating block using your tutorial. I have the MCP 6.0 preview, and ModLoader 1.2.3. I have no errors after recompiling in MCP. However, when I run the test client, I get the following error message:
--- BEGIN ERROR REPORT a0bb3f11 --------
Generated 3/3/12 9:05 PM
Minecraft: Minecraft 1.2.3
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics Family version 3.0.0 - Build 8.15.10.2353, Intel
java.lang.ArrayIndexOutOfBoundsException: 505
at net.minecraft.src.ModLoader.initStats(ModLoader.java:887)
at net.minecraft.src.ModLoader.init(ModLoader.java:860)
at net.minecraft.src.ModLoader.addAllRenderers(ModLoader.java:154)
at net.minecraft.src.RenderManager.<init>(RenderManager.java:85)
at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:12)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:423)
at net.minecraft.client.Minecraft.run(Minecraft.java:784)
at java.lang.Thread.run(Thread.java:662)
--- END ERROR REPORT bd20ae5e ----------
To be clear, my mod did update and run ok for 1.2.3 before I added the new block/items. Though I know this may have nothing to do with your instruction (as I didn't get the error on recompilation), I thought maybe you might know the direction to start looking for a solution. Thanks!
The MCP preview link was found on Searge's Twitter page earlier today (3/3/12)
hmmm well umm yeah when i opened it in eclipse it just said modloader can no be resolved
Hey I found the solution that worked for me:
public void generateSurface(World world, Random rand, int chunkx, int chunkz){
change that g to a lower case. It seems to be different in the BaseMod class.
Hmmm, Apparently you can relax on the Jungle Texture Issues. I have read that it is a ModLoader related problem. I hope it will be Fixed soon.
But just one question, in the crafting recipe tut you show us how to make a recipe for blocks... Items seem to be different. How do I make a recipe for my custom item?" (I already have most of code just need to know exactly what my item is called so I can tell it to make that)
Here is my ItemRocketFuel.java:
I cant tell, what EXACTLY is my item named? Ive tried Item.RocketFuel and other things but it wont work.
I have all other things need in my mod_JetPacks file even the crafting part I JUST cant figure out what t put like for normal things you put Item.gunpowder or whatever but that dosent work for me.
Help please?