... Well, I would have to say its a little bit pointless (for me anyway) because I think most people who don't know how to mod know no java what so ever :\
I do not know java , i do not know c # yet x2robbie2x has helped me with his tuts create a mod i have been atempting for 2.5 months... GO CHECK HIS CHANNEL OUT!
Hi X2robbie2X
I was just wondering, how would i go about nether generation? do i just instead of
public void GenerateSurface(World world, Random rand, int baseX, int baseZ)
{
for(int x = 0; x < 10; x++)
{
int Xcoord = baseX + rand.nextInt(16);
int Ycoord = rand.nextInt(50);
int Zcoord = baseZ + rand.nextInt(16);
(new WorldGenMinable(<cut>.blockID, 14)).generate(world, rand, Xcoord, Ycoord, Zcoord);
}
}
Do i use
public void GenerateNether(World world, Random random, int i, int j)
{
}
And also would i include that in the same mod_<modnamehere> class?
I just found Minecraft and am a new user and then found out that I could add mods to it! Looking around the Internet I could only find Tutorials that used MCP ~2.0 and nothing seemed to work. Your tutorials are working perfectly! No compile errors (expect for my screw ups).
One thing I noticed about your texture explanations is that you are always going to jars/bin or the actual jar file to put/get the images. If you put your images in your own folder and place that folder in the C:\MCP\bin\minecraft folder, when you reobfuscate; all your images will be in that folder and you can drop them in with your .class files to your minecraft.jar file when you are ready to use it. Also when you use the startclient.bat(sh) file the images are already available for use.
Hope this helps (and is clear enough)
Also - thanks for the source download link! I've been having a heck of a time going back and forth with the tutorial video's and Eclipse to type crap in! Thanks!
BTW - I used your tutorials to add Plutonium, Uranium and Jade as well as a Jade Crossbow that uses your exploding arrow techniques! I added a glowing light to all the blocks so I can basically use them for lighting :smile.gif:
Regards,
Saghalie
I'm glad you're liking the tutorials :biggrin.gif:
Yeah I will be doing a video on further mod organization soon, where all the images will go into one folder, but then all the addOverride methods have to be changed into that folder.
I have a suggestion...
maybe you could make so that when you right click with an item, it does something, maybe sets things a light, maybe change world time, maybe teleport the the nether or even like spawn block...
I will add additional uses to items on my to-do list.
Hi X2robbie2X
I was just wondering, how would i go about nether generation? do i just instead of
public void GenerateSurface(World world, Random rand, int baseX, int baseZ)
{
for(int x = 0; x < 10; x++)
{
int Xcoord = baseX + rand.nextInt(16);
int Ycoord = rand.nextInt(50);
int Zcoord = baseZ + rand.nextInt(16);
(new WorldGenMinable(<cut>.blockID, 14)).generate(world, rand, Xcoord, Ycoord, Zcoord);
}
}
Do i use
public void GenerateNether(World world, Random random, int i, int j)
{
}
And also would i include that in the same mod_<modnamehere> class?
Thanks,
-Cherubster122
I'm not home right now so I don't have my eclipse but once I come home I'll check this out, I never spawned anything in the nether yet.
I'm not home right now so I don't have my eclipse but once I come home I'll check this out, I never spawned anything in the nether yet.
Ok cool! Maybe you could make a tutorial on nether generation? Because that would really help me (I have still got to add in several ores to the nether!)
Also how would i make a tool/item when right clicked, it would change the block you are looking at into another block? And the same thing again but instead of block changing, mob spawning?
Hey x2Robbie2x. I just wanted to say thanks a lot for posting these videos. They are really helpful and it is nice to have a post that is clear and concise. I am working on some modding and I was having a hard time trying to code my own kind of gui, like a chest or a furnace. Something where a menu appears when you click on a block that gives you different options. Do you mind posting a video on that?? Thanks.
I was also wondering would you be able to make a tutorial on custom chests/furnaces/workbenches, also on how to make a block like ice, that when surrounded by a certain light level or dependent on the biome, will either switch to a liquid form or to a solid state(would be great if you included a liquid tutorial!).
Yeah I will be doing a video on further mod organization soon, where all the images will go into one folder, but then all the addOverride methods have to be changed into that folder.
Yeah, I forgot to mention that little bit, but it's not difficult with a little "Find and Replace"-ing. IMO it keeps the minecraft.jar file clean and you can separate your files from other peoples files (if you use them). Can't wait for your tutorial on that!
Thank you to EVERYONE for feedback and suggestions. I will be producing videos less frequently now that all the easy tutorials are out of the way, so I'll need more time to figure some things out. Also I have abandoned all my other YT series so I need to get back to those :biggrin.gif:
The NPC tutorial is coming out this weekend though.
Ok cool! Maybe you could make a tutorial on nether generation? Because that would really help me (I have still got to add in several ores to the nether!)
Also how would i make a tool/item when right clicked, it would change the block you are looking at into another block? And the same thing again but instead of block changing, mob spawning?
Thanks a whole lot!,
-Cherubster122
I am looking into Mob Spawning on item use, but I don't think I can do it with a block. I don't know which method figures out what the user is pointing at.
Hey x2Robbie2x. I just wanted to say thanks a lot for posting these videos. They are really helpful and it is nice to have a post that is clear and concise. I am working on some modding and I was having a hard time trying to code my own kind of gui, like a chest or a furnace. Something where a menu appears when you click on a block that gives you different options. Do you mind posting a video on that?? Thanks.
I need to create a "machine" for my own mod, so once I figure it out I will be doing a tutorial on this.
Could you do a tutorial on creating a dimension?? I am trying to make one and i don't really know what i am doing.
I never thought of doing this, I imagine it would be pretty complicated because you have to generate EVERYTHING from scratch. I don't think I'll be doing this, but it's going on my TO-DO list if I ever find out how to do it.
Just to say, I'm not a "professional" Minecraft Modder, so don't expect me to know everything, I might take some time to figure things out.
I am looking into Mob Spawning on item use, but I don't think I can do it with a block. I don't know which method figures out what the user is pointing at.
Ok, Thanks in massive quantities!
I was also wondering would you be able to make a tutorial on custom chests/furnaces/workbenches, also on how to make a block like ice, that when surrounded by a certain light level or dependent on the biome, will either switch to a liquid form or to a solid state(would be great if you included a liquid tutorial!). And how would i go about adding in another ore gen?
My code is this atm:
package net.minecraft.src;
import java.util.Random;
public class mod_Craftite extends BaseMod
{
public static final Block titanite = (new BlockTitanite(180, 0)).setHardness(1.5F).setResistance(10F).setBlockName("Titanite Ore");
public static final Item titaniteShard = new ItemTitaniteShard(383).setItemName("Titanite Shard");
public static final Item titaniteChunk = new ItemTitaniteChunk(384).setItemName("Titanite Chunk");
public static final Item titaniteCrystal = new ItemTitaniteCrystal(385).setItemName("Titanite Crystal");
public static final Item titaniteRod = new ItemTitaniteRod(386).setItemName("Titanite Rod");
public static final Item chunkSceptre = new ItemChunkSceptre(387).setItemName("Chunk Sceptre");
public static final Item crystalSceptre = new ItemCrystalSceptre(388).setItemName("Crystal Sceptre");
public static final Item titanitePick = new ItemTitanitePick(389).setItemName("Titanite Pickaxe");
public static final Item titaniteShovel = new ItemTitanitePick(390).setItemName("Titanite Shovel");
public static final Item titaniteAxe = new ItemTitanitePick(391).setItemName("Titanite Axe");
public static final Item titaniteSword = new ItemTitanitePick(392).setItemName("Titanite Sword");
public static final Block infernite = (new BlockInfernite(181, 0)).setHardness(1.5F).setResistance(10F).setBlockName("Infernite Ore");
public static final Item inferniteChip = new ItemInferniteChip(393).setItemName("Infernite Chip");
public static final Item inferniteGem = new ItemInferniteGem(394).setItemName("Infernite Gem");
public static final Item inferniteOrb = new ItemInferniteOrb(395).setItemName("Infernite Orb");
public static final Item inferniteRod = new ItemInferniteRod(396).setItemName("Infernite Rod");
public static final Item gemMace = new ItemGemMace(397).setItemName("Gem Mace");
public static final Item orbMace = new ItemOrbMace(398).setItemName("Orb Mace");
public static final Item infernitePick = new ItemInfernitePick(399).setItemName("Infernite Pick");
public static final Item inferniteShovel = new ItemInferniteShovel(400).setItemName("Infernite Shovel");
public static final Item inferniteAxe = new ItemInferniteAxe(401).setItemName("Infernite Axe");
public static final Item inferniteSword = new ItemInferniteSword(402).setItemName("Infernite Sword");
public mod_Craftite()
{
//Titanite
//Titanite ore
ModLoader.RegisterBlock(titanite);
ModLoader.AddName(titanite, "Titanite Ore");
titanite.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/titanite.png");
//Titanite Shard
titaniteShard.iconIndex = ModLoader.addOverride("/gui/items.png", "/titaniteshard.png");
ModLoader.AddName(titaniteShard, "Titanite Shard");
ModLoader.AddSmelting(mod_Craftite.titanite.blockID, new ItemStack(mod_Craftite.titaniteShard, 1));
//Titanite Chunk
titaniteChunk.iconIndex = ModLoader.addOverride("/gui/items.png", "/titanitechunk.png");
ModLoader.AddName(titaniteChunk, "Titanite Chunk");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteChunk, 1), new Object[] {
" # ", "#X#", " # ", Character.valueOf('#'), mod_Craftite.titaniteShard, Character.valueOf('X'), Item.bone});
//Titanite Crystal
titaniteCrystal.iconIndex = ModLoader.addOverride("/gui/items.png", "/titanitecrystal.png");
ModLoader.AddName(titaniteCrystal, "Titanite Crystal");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteCrystal, 1), new Object[] {
"###", "#X#", "###", Character.valueOf('#'), mod_Craftite.titaniteChunk, Character.valueOf('X'), Item.diamond});
//Titanite Rod
titaniteRod.iconIndex = ModLoader.addOverride("/gui/items.png", "/titaniterod.png");
ModLoader.AddName(titaniteRod, "Titanite Rod");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteRod, 1), new Object[] {
" #", " X ", "# ", Character.valueOf('#'), mod_Craftite.titaniteShard, Character.valueOf('X'), Item.stick});
//Chunk Sceptre
chunkSceptre.iconIndex = ModLoader.addOverride("/gui/items.png", "/chunksceptre.png");
ModLoader.AddName(chunkSceptre, "Chunk Sceptre");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.chunkSceptre, 1), new Object[] {
" #", " X ", "X ", Character.valueOf('#'), mod_Craftite.titaniteChunk, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Crystal Sceptre
crystalSceptre.iconIndex = ModLoader.addOverride("/gui/items.png", "/crystalsceptre.png");
ModLoader.AddName(crystalSceptre, "Titanite Crystal");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.crystalSceptre, 1), new Object[] {
"###", "#X#", "###", Character.valueOf('#'), mod_Craftite.titaniteCrystal, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Titanite Pick
titanitePick.iconIndex = ModLoader.addOverride("/gui/items.png", "/titanitepick.png");
ModLoader.AddName(titanitePick, "Titanite PickAxe");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titanitePick, 1), new Object[] {
"###", " X ", " X ", Character.valueOf('#'), mod_Craftite.titaniteCrystal, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Titanite Shovel
titaniteShovel.iconIndex = ModLoader.addOverride("/gui/items.png", "/titanitespade.png");
ModLoader.AddName(titaniteShovel, "Titanite Shovel");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteShovel, 1), new Object[] {
" # ", " X ", " X ", Character.valueOf('#'), mod_Craftite.titaniteCrystal, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Titanite Axe
titaniteAxe.iconIndex = ModLoader.addOverride("/gui/items.png", "/titaniteaxe.png");
ModLoader.AddName(titaniteAxe, "Titanite Axe");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteAxe, 1), new Object[] {
"## ", "#X ", " X ", Character.valueOf('#'), mod_Craftite.titaniteCrystal, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Titanite Sword
titaniteSword.iconIndex = ModLoader.addOverride("/gui/items.png", "/titanitesword.png");
ModLoader.AddName(titaniteSword, "Titanite Sword");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteSword, 1), new Object[] {
" # ", " # ", " X ", Character.valueOf('#'), mod_Craftite.titaniteCrystal, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Infernite
//Infernite Ore
ModLoader.RegisterBlock(infernite);
ModLoader.AddName(infernite, "Infernite Ore");
infernite.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/infernite.png");
//Infernite Chip
inferniteChip.iconIndex = ModLoader.addOverride("/gui/items.png", "/infernitechip.png");
ModLoader.AddName(inferniteChip, "Infernite Chip");
ModLoader.AddSmelting(mod_Craftite.infernite.blockID, new ItemStack(mod_Craftite.inferniteChip, 1));
//Infernite Gem
inferniteGem.iconIndex = ModLoader.addOverride("/gui/items.png", "/infernitegem.png");
ModLoader.AddName(inferniteGem, "Infernite Gem");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteGem, 1), new Object[] {
" # ", "#X#", " # ", Character.valueOf('#'), mod_Craftite.inferniteChip, Character.valueOf('X'), Item.coal});
//Infernite Orb
inferniteOrb.iconIndex = ModLoader.addOverride("/gui/items.png", "/inferniteorb.png");
ModLoader.AddName(inferniteOrb, "Infernite Orb");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteOrb, 1), new Object[] {
" # ", "#X#", " # ", Character.valueOf('#'), mod_Craftite.inferniteGem, Character.valueOf('X'), Item.gunpowder});
//Infernite Rod
inferniteRod.iconIndex = ModLoader.addOverride("/gui/items.png", "/inferniterod.png");
ModLoader.AddName(inferniteRod, "Infernite Rod");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteRod, 1), new Object[] {
" #", " X ", "# ", Character.valueOf('#'), mod_Craftite.inferniteChip, Character.valueOf('X'), Item.stick});
//Gem Mace
gemMace.iconIndex = ModLoader.addOverride("/gui/items.png", "/gemmace.png");
ModLoader.AddName(gemMace, "Gem Mace");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.gemMace, 1), new Object[] {
" #", " X ", "X ", Character.valueOf('#'), mod_Craftite.inferniteGem, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Orb Mace
orbMace.iconIndex = ModLoader.addOverride("/gui/items.png", "/orbmace.png");
ModLoader.AddName(orbMace, "Orb Mace");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.orbMace, 1), new Object[] {
"###", "#X#", "###", Character.valueOf('#'), mod_Craftite.inferniteOrb, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Infernite Pick
infernitePick.iconIndex = ModLoader.addOverride("/gui/items.png", "/infernitepick.png");
ModLoader.AddName(infernitePick, "Infernite PickAxe");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.infernitePick, 1), new Object[] {
"###", " X ", " X ", Character.valueOf('#'), mod_Craftite.inferniteOrb, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Infernite Shovel
inferniteShovel.iconIndex = ModLoader.addOverride("/gui/items.png", "/inferniteshovel.png");
ModLoader.AddName(inferniteShovel, "Infernite Shovel");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteShovel, 1), new Object[] {
" # ", " X ", " X ", Character.valueOf('#'), mod_Craftite.inferniteOrb, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Infernite Axe
inferniteAxe.iconIndex = ModLoader.addOverride("/gui/items.png", "/inferniteaxe.png");
ModLoader.AddName(inferniteAxe, "Infernite Axe");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteAxe, 1), new Object[] {
"## ", "#X ", " X ", Character.valueOf('#'), mod_Craftite.inferniteOrb, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Infernite Sword
inferniteSword.iconIndex = ModLoader.addOverride("/gui/items.png", "/infernitesword.png");
ModLoader.AddName(inferniteSword, "Infernite Sword");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteSword, 1), new Object[] {
" # ", " # ", " X ", Character.valueOf('#'), mod_Craftite.inferniteOrb, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Animite
//Animite Ore
//Animite Piece
//Animite Ring
//Animite Star
//Animite Rod
//Ring Staff
//Star Staff
//Animite Pick
//Animite Shovel
//Animite Axe
//Animite Sword
}
public void GenerateSurface(World world, Random rand, int baseX, int baseZ)
{
for(int x = 0; x < 10; x++)
{
int Xcoord = baseX + rand.nextInt(16);
int Ycoord = rand.nextInt(50);
int Zcoord = baseZ + rand.nextInt(16);
(new WorldGenMinable(titanite.blockID, 14)).generate(world, rand, Xcoord, Ycoord, Zcoord);
}
}
public void load(){};
public String getVersion()
{
return "1.0.0";
}
}
Ok, Thanks in massive quantities!
I was also wondering would you be able to make a tutorial on custom chests/furnaces/workbenches, also on how to make a block like ice, that when surrounded by a certain light level or dependent on the biome, will either switch to a liquid form or to a solid state(would be great if you included a liquid tutorial!). And how would i go about adding in another ore gen?
My code is this atm:
package net.minecraft.src;
import java.util.Random;
public class mod_Craftite extends BaseMod
{
public static final Block titanite = (new BlockTitanite(180, 0)).setHardness(1.5F).setResistance(10F).setBlockName("Titanite Ore");
public static final Item titaniteShard = new ItemTitaniteShard(383).setItemName("Titanite Shard");
public static final Item titaniteChunk = new ItemTitaniteChunk(384).setItemName("Titanite Chunk");
public static final Item titaniteCrystal = new ItemTitaniteCrystal(385).setItemName("Titanite Crystal");
public static final Item titaniteRod = new ItemTitaniteRod(386).setItemName("Titanite Rod");
public static final Item chunkSceptre = new ItemChunkSceptre(387).setItemName("Chunk Sceptre");
public static final Item crystalSceptre = new ItemCrystalSceptre(388).setItemName("Crystal Sceptre");
public static final Item titanitePick = new ItemTitanitePick(389).setItemName("Titanite Pickaxe");
public static final Item titaniteShovel = new ItemTitanitePick(390).setItemName("Titanite Shovel");
public static final Item titaniteAxe = new ItemTitanitePick(391).setItemName("Titanite Axe");
public static final Item titaniteSword = new ItemTitanitePick(392).setItemName("Titanite Sword");
public static final Block infernite = (new BlockInfernite(181, 0)).setHardness(1.5F).setResistance(10F).setBlockName("Infernite Ore");
public static final Item inferniteChip = new ItemInferniteChip(393).setItemName("Infernite Chip");
public static final Item inferniteGem = new ItemInferniteGem(394).setItemName("Infernite Gem");
public static final Item inferniteOrb = new ItemInferniteOrb(395).setItemName("Infernite Orb");
public static final Item inferniteRod = new ItemInferniteRod(396).setItemName("Infernite Rod");
public static final Item gemMace = new ItemGemMace(397).setItemName("Gem Mace");
public static final Item orbMace = new ItemOrbMace(398).setItemName("Orb Mace");
public static final Item infernitePick = new ItemInfernitePick(399).setItemName("Infernite Pick");
public static final Item inferniteShovel = new ItemInferniteShovel(400).setItemName("Infernite Shovel");
public static final Item inferniteAxe = new ItemInferniteAxe(401).setItemName("Infernite Axe");
public static final Item inferniteSword = new ItemInferniteSword(402).setItemName("Infernite Sword");
public mod_Craftite()
{
//Titanite
//Titanite ore
ModLoader.RegisterBlock(titanite);
ModLoader.AddName(titanite, "Titanite Ore");
titanite.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/titanite.png");
//Titanite Shard
titaniteShard.iconIndex = ModLoader.addOverride("/gui/items.png", "/titaniteshard.png");
ModLoader.AddName(titaniteShard, "Titanite Shard");
ModLoader.AddSmelting(mod_Craftite.titanite.blockID, new ItemStack(mod_Craftite.titaniteShard, 1));
//Titanite Chunk
titaniteChunk.iconIndex = ModLoader.addOverride("/gui/items.png", "/titanitechunk.png");
ModLoader.AddName(titaniteChunk, "Titanite Chunk");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteChunk, 1), new Object[] {
" # ", "#X#", " # ", Character.valueOf('#'), mod_Craftite.titaniteShard, Character.valueOf('X'), Item.bone});
//Titanite Crystal
titaniteCrystal.iconIndex = ModLoader.addOverride("/gui/items.png", "/titanitecrystal.png");
ModLoader.AddName(titaniteCrystal, "Titanite Crystal");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteCrystal, 1), new Object[] {
"###", "#X#", "###", Character.valueOf('#'), mod_Craftite.titaniteChunk, Character.valueOf('X'), Item.diamond});
//Titanite Rod
titaniteRod.iconIndex = ModLoader.addOverride("/gui/items.png", "/titaniterod.png");
ModLoader.AddName(titaniteRod, "Titanite Rod");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteRod, 1), new Object[] {
" #", " X ", "# ", Character.valueOf('#'), mod_Craftite.titaniteShard, Character.valueOf('X'), Item.stick});
//Chunk Sceptre
chunkSceptre.iconIndex = ModLoader.addOverride("/gui/items.png", "/chunksceptre.png");
ModLoader.AddName(chunkSceptre, "Chunk Sceptre");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.chunkSceptre, 1), new Object[] {
" #", " X ", "X ", Character.valueOf('#'), mod_Craftite.titaniteChunk, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Crystal Sceptre
crystalSceptre.iconIndex = ModLoader.addOverride("/gui/items.png", "/crystalsceptre.png");
ModLoader.AddName(crystalSceptre, "Titanite Crystal");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.crystalSceptre, 1), new Object[] {
"###", "#X#", "###", Character.valueOf('#'), mod_Craftite.titaniteCrystal, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Titanite Pick
titanitePick.iconIndex = ModLoader.addOverride("/gui/items.png", "/titanitepick.png");
ModLoader.AddName(titanitePick, "Titanite PickAxe");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titanitePick, 1), new Object[] {
"###", " X ", " X ", Character.valueOf('#'), mod_Craftite.titaniteCrystal, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Titanite Shovel
titaniteShovel.iconIndex = ModLoader.addOverride("/gui/items.png", "/titanitespade.png");
ModLoader.AddName(titaniteShovel, "Titanite Shovel");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteShovel, 1), new Object[] {
" # ", " X ", " X ", Character.valueOf('#'), mod_Craftite.titaniteCrystal, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Titanite Axe
titaniteAxe.iconIndex = ModLoader.addOverride("/gui/items.png", "/titaniteaxe.png");
ModLoader.AddName(titaniteAxe, "Titanite Axe");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteAxe, 1), new Object[] {
"## ", "#X ", " X ", Character.valueOf('#'), mod_Craftite.titaniteCrystal, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Titanite Sword
titaniteSword.iconIndex = ModLoader.addOverride("/gui/items.png", "/titanitesword.png");
ModLoader.AddName(titaniteSword, "Titanite Sword");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.titaniteSword, 1), new Object[] {
" # ", " # ", " X ", Character.valueOf('#'), mod_Craftite.titaniteCrystal, Character.valueOf('X'), mod_Craftite.titaniteRod});
//Infernite
//Infernite Ore
ModLoader.RegisterBlock(infernite);
ModLoader.AddName(infernite, "Infernite Ore");
infernite.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/infernite.png");
//Infernite Chip
inferniteChip.iconIndex = ModLoader.addOverride("/gui/items.png", "/infernitechip.png");
ModLoader.AddName(inferniteChip, "Infernite Chip");
ModLoader.AddSmelting(mod_Craftite.infernite.blockID, new ItemStack(mod_Craftite.inferniteChip, 1));
//Infernite Gem
inferniteGem.iconIndex = ModLoader.addOverride("/gui/items.png", "/infernitegem.png");
ModLoader.AddName(inferniteGem, "Infernite Gem");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteGem, 1), new Object[] {
" # ", "#X#", " # ", Character.valueOf('#'), mod_Craftite.inferniteChip, Character.valueOf('X'), Item.coal});
//Infernite Orb
inferniteOrb.iconIndex = ModLoader.addOverride("/gui/items.png", "/inferniteorb.png");
ModLoader.AddName(inferniteOrb, "Infernite Orb");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteOrb, 1), new Object[] {
" # ", "#X#", " # ", Character.valueOf('#'), mod_Craftite.inferniteGem, Character.valueOf('X'), Item.gunpowder});
//Infernite Rod
inferniteRod.iconIndex = ModLoader.addOverride("/gui/items.png", "/inferniterod.png");
ModLoader.AddName(inferniteRod, "Infernite Rod");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteRod, 1), new Object[] {
" #", " X ", "# ", Character.valueOf('#'), mod_Craftite.inferniteChip, Character.valueOf('X'), Item.stick});
//Gem Mace
gemMace.iconIndex = ModLoader.addOverride("/gui/items.png", "/gemmace.png");
ModLoader.AddName(gemMace, "Gem Mace");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.gemMace, 1), new Object[] {
" #", " X ", "X ", Character.valueOf('#'), mod_Craftite.inferniteGem, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Orb Mace
orbMace.iconIndex = ModLoader.addOverride("/gui/items.png", "/orbmace.png");
ModLoader.AddName(orbMace, "Orb Mace");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.orbMace, 1), new Object[] {
"###", "#X#", "###", Character.valueOf('#'), mod_Craftite.inferniteOrb, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Infernite Pick
infernitePick.iconIndex = ModLoader.addOverride("/gui/items.png", "/infernitepick.png");
ModLoader.AddName(infernitePick, "Infernite PickAxe");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.infernitePick, 1), new Object[] {
"###", " X ", " X ", Character.valueOf('#'), mod_Craftite.inferniteOrb, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Infernite Shovel
inferniteShovel.iconIndex = ModLoader.addOverride("/gui/items.png", "/inferniteshovel.png");
ModLoader.AddName(inferniteShovel, "Infernite Shovel");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteShovel, 1), new Object[] {
" # ", " X ", " X ", Character.valueOf('#'), mod_Craftite.inferniteOrb, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Infernite Axe
inferniteAxe.iconIndex = ModLoader.addOverride("/gui/items.png", "/inferniteaxe.png");
ModLoader.AddName(inferniteAxe, "Infernite Axe");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteAxe, 1), new Object[] {
"## ", "#X ", " X ", Character.valueOf('#'), mod_Craftite.inferniteOrb, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Infernite Sword
inferniteSword.iconIndex = ModLoader.addOverride("/gui/items.png", "/infernitesword.png");
ModLoader.AddName(inferniteSword, "Infernite Sword");
ModLoader.AddRecipe(new ItemStack(mod_Craftite.inferniteSword, 1), new Object[] {
" # ", " # ", " X ", Character.valueOf('#'), mod_Craftite.inferniteOrb, Character.valueOf('X'), mod_Craftite.inferniteRod});
//Animite
//Animite Ore
//Animite Piece
//Animite Ring
//Animite Star
//Animite Rod
//Ring Staff
//Star Staff
//Animite Pick
//Animite Shovel
//Animite Axe
//Animite Sword
}
public void GenerateSurface(World world, Random rand, int baseX, int baseZ)
{
for(int x = 0; x < 10; x++)
{
int Xcoord = baseX + rand.nextInt(16);
int Ycoord = rand.nextInt(50);
int Zcoord = baseZ + rand.nextInt(16);
(new WorldGenMinable(titanite.blockID, 14)).generate(world, rand, Xcoord, Ycoord, Zcoord);
}
}
public void load(){};
public String getVersion()
{
return "1.0.0";
}
}
Thanks,
-Cherubster122
Oh and diamonds for you!
Simply add this code right under the other one. Change the numbers and block object and what not, should work.
for(int x = 0; x < 10; x++)
{
int Xcoord = baseX + rand.nextInt(16);
int Ycoord = rand.nextInt(50);
int Zcoord = baseZ + rand.nextInt(16);
(new WorldGenMinable(titanite.blockID, 14)).generate(world, rand, Xcoord, Ycoord, Zcoord);
}
Thanks, would this make it so that it spawned in the air though? because i don't really want that.
No, the method doesn't allow them to spawn in mid air. Usually they don't even spawn as the first layer, usually can be found under grass even if you set the top Ycoordinate to be higher than the grass.
No, the method doesn't allow them to spawn in mid air. Usually they don't even spawn as the first layer, usually can be found under grass even if you set the top Ycoordinate to be higher than the grass.
Me again, just wondering how would i go about making it so that when i use an item in a crafting recipe, it dosn't consume it? Like the philosophers stone in equivalent exchange.
Me again, just wondering how would i go about making it so that when i use an item in a crafting recipe, it dosn't consume it? Like the philosophers stone in equivalent exchange.
ItemBucketMilk has this code inside of onFoodEaten
if(itemstack.stackSize <= 0)
{
return new ItemStack(Item.bucketEmpty);
}
This makes it so whenever the stack size of a milk bucket goes under 1, like it would in a crafting recipe, it returns a normal bucket.
So plop that code in whichever item you don't want to consume, and just return the same exact item.
I do not know java , i do not know c # yet x2robbie2x has helped me with his tuts create a mod i have been atempting for 2.5 months... GO CHECK HIS CHANNEL OUT!
I was just wondering, how would i go about nether generation? do i just instead of
Do i use
And also would i include that in the same mod_<modnamehere> class?
Thanks,
-Cherubster122
I'm glad you're liking the tutorials :biggrin.gif:
Yeah I will be doing a video on further mod organization soon, where all the images will go into one folder, but then all the addOverride methods have to be changed into that folder.
I will add additional uses to items on my to-do list.
I'm not home right now so I don't have my eclipse but once I come home I'll check this out, I never spawned anything in the nether yet.
Ok cool! Maybe you could make a tutorial on nether generation? Because that would really help me (I have still got to add in several ores to the nether!)
Also how would i make a tool/item when right clicked, it would change the block you are looking at into another block? And the same thing again but instead of block changing, mob spawning?
Thanks a whole lot!,
-Cherubster122
Thanks,
-Cherubster122
Oh and diamonds for you!
Back from the End, time to rebuild.
Loving em!
Yeah, I forgot to mention that little bit, but it's not difficult with a little "Find and Replace"-ing. IMO it keeps the minecraft.jar file clean and you can separate your files from other peoples files (if you use them). Can't wait for your tutorial on that!
Regards,
Saghalie
-Klahowya!
The NPC tutorial is coming out this weekend though.
I am looking into Mob Spawning on item use, but I don't think I can do it with a block. I don't know which method figures out what the user is pointing at.
I need to create a "machine" for my own mod, so once I figure it out I will be doing a tutorial on this.
I never thought of doing this, I imagine it would be pretty complicated because you have to generate EVERYTHING from scratch. I don't think I'll be doing this, but it's going on my TO-DO list if I ever find out how to do it.
Just to say, I'm not a "professional" Minecraft Modder, so don't expect me to know everything, I might take some time to figure things out.
Ok, Thanks in massive quantities!
I was also wondering would you be able to make a tutorial on custom chests/furnaces/workbenches, also on how to make a block like ice, that when surrounded by a certain light level or dependent on the biome, will either switch to a liquid form or to a solid state(would be great if you included a liquid tutorial!). And how would i go about adding in another ore gen?
My code is this atm:
Thanks,
-Cherubster122
Oh and diamonds for you!
Simply add this code right under the other one. Change the numbers and block object and what not, should work.
Sweet!!!!! Thanks a bunch man!!!!!
I don't think you can "combine" ore spawns, so one doesn't always spawn next to the other. As for the above a certain height:
For the ycoordinate you want something like this-
This would make it so the ore spawns from 50-70
Base = 50, and then it picks a random number from 0-20 to add to 50 in which the ore spawns.
Thanks, would this make it so that it spawned in the air though? because i don't really want that.
No, the method doesn't allow them to spawn in mid air. Usually they don't even spawn as the first layer, usually can be found under grass even if you set the top Ycoordinate to be higher than the grass.
Ok sweet thanks alot man!!!!!!!!!!!!!!!!
ItemBucketMilk has this code inside of onFoodEaten
This makes it so whenever the stack size of a milk bucket goes under 1, like it would in a crafting recipe, it returns a normal bucket.
So plop that code in whichever item you don't want to consume, and just return the same exact item.