Hey Dev(Hope it's okay I just call you Dev ) Just curious on how I would use meta-items to repair tools )
1) It's fine, plenty people call me that xD
2) What do you mean, having something like the RP handsaw that gets damaged in a crafting table, or a tool with metadata, because I have no idea how to do the latter, but I know it's tricky
1) It's fine, plenty people call me that xD
2) What do you mean, having something like the RP handsaw that gets damaged in a crafting table, or a tool with metadata, because I have no idea how to do the latter, but I know it's tricky
Like, in an anvil, using my metadata 2 Saronite Ingot repair my non-metadata Saronite Sword. Typically we'd use something like,
new ItemStack(moretominecraft.itemIngots.itemID, 1 2)
first up, thats a very good and well written guide and the information contained is extremely useful thankyou.
but i have one question, and it was looking for the answer that actualy made me stumble on your guide
at the moment my mod comes in two flavours, normal and hardcore. the difference between the two is one smelting recipie. While updating to 1.5 i want to change it to one mod with a ishardcore true/false that changes the recipie.
now i can add that to the config fine enough but i dont know how to have 1 recipe enabled if its hardcore and one if its not
i tried
if HardcoreMode = false; GameRegistry.addSmelting .....
but aparently thats a syntext error on token "if" invalid type.
i confess im rather stuck, i am reading through and learning more java but this is the bit im stuck on and i want to get my mod updated to 1.5.
your example config has an isAwsome boolean which is configured the same as i have done the hardcore one but i cant see any example of you using it (i have read through the example code a few times now)
so how would i set one recipie for a true boolean and one for a false? or even turn a recipie off if the result is false?
thanks in advance
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edit ah! i think i sused it (looking at your fuel example of all things)
if (HardcoreMode == false){ GameRegistry.addSmelting ..... }
now if i could just sus out this new texture system (why does forge have to make some things so damn complicated lol!)
item.png was great..easy...perfect
now i cut all the textures out using gimp
saved them as .png files in /mods/Starmod/textures/items/name.png and referenced them
@Override
public void func_94581_a(IconRegister iconRegister)
{
iconIndex = iconRegister.func_94245_a("Starmod:livingbunny");
}
but no textures ....arghhhhhh
Does it need to be "Starmod:livingbunny.png"? Haven't worked with 1.5 yet personally lol, so just a though
Hey, seeing that forge no longer really uses the common folder, and more the src folder, where do i put my sprites (The item texture)?
From the base of your mod archive, they have to be at:
/mods/YOURMODNAMEHERE/textures/blocks/ for Block textures /mods/YOURMODNAMEHERE/textures/items/ for Item textures /mods/YOURMODNAMEHERE/textures/gui/ for your GUI screens /mods/YOURMODNAMEHERE/textures/models/ for your entities (this one is optional)
Since I work from my L drive, the full path for my current mod ends up being L:\MC Dev 1.5\eclipse\Minecraft\bin\mods\resourceengineering\textures\..
So...this may be a dumb question, but after I setup all my MCD and Forge folders, I went to open the */eclipse folder inside of Eclipse and there wasn't anything there. In other tutorials I had to setup a java project, do I have to do that here? I mean I've got no clue what I'm doing here so when I openned up Eclipse, clocked "Open File" and selected myFolderName/eclipse and nothing showed up, I kinda freaked. Anywho, thanks for putting up all the tutorials, I can't wait to dig into them. As you can probably tell I'm super new to the whole world of MC modding, so please be gentle
So...this may be a dumb question, but after I setup all my MCD and Forge folders, I went to open the */eclipse folder inside of Eclipse and there wasn't anything there. In other tutorials I had to setup a java project, do I have to do that here? I mean I've got no clue what I'm doing here so when I openned up Eclipse, clocked "Open File" and selected myFolderName/eclipse and nothing showed up, I kinda freaked. Anywho, thanks for putting up all the tutorials, I can't wait to dig into them. As you can probably tell I'm super new to the whole world of MC modding, so please be gentle
In eclipse, set your forge install's eclipse folder as the workspace. That should bring all the MC source code into eclipse and set everything up properly for you. Go back and reread the instructions in the tutorial carefully.
In eclipse, set your forge install's eclipse folder as the workspace. That should bring all the MC source code into eclipse and set everything up properly for you. Go back and reread the instructions in the tutorial carefully.
Awesome, I got it, thanks! I haven't used Eclipse for a long time so I'm still getting used to the setup and how it operates.
Ugh...okay so one more question. I'm creating the Ruby item just so I can get the hang of it and in the ItemRuby.java file I get two errors with 'setTextureFile' and 'setItemName'. Neither of those exist in the Items.java file, did I miss something or did something change but not get updated in the tutorials?
Ugh...okay so one more question. I'm creating the Ruby item just so I can get the hang of it and in the ItemRuby.java file I get two errors with 'setTextureFile' and 'setItemName'. Neither of those exist in the Items.java file, did I miss something or did something change but not get updated in the tutorials?
If you updated to 1.5 you have to use setUnlocalizedName(name), setItemName and setTextureFile are no longer used. This code snippet from my own project should help you:
From the base of your mod archive, they have to be at:
/mods/YOURMODNAMEHERE/textures/blocks/ for Block textures /mods/YOURMODNAMEHERE/textures/items/ for Item textures /mods/YOURMODNAMEHERE/textures/gui/ for your GUI screens /mods/YOURMODNAMEHERE/textures/models/ for your entities (this one is optional)
Since I work from my L drive, the full path for my current mod ends up being L:\MC Dev 1.5\eclipse\Minecraft\bin\mods\resourceengineering\textures\..
Thanks lol, even I couldn't find it properly xD
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Everything else has been answered by other people, thanks guys!
Deverion, would you happen to know anything about triggering multiple blocks to break when one is mined, ala EE2 Red Matter pickaxe right click? Code example or a place to look would be quite helpful. Thanks
Deverion, would you happen to know anything about triggering multiple blocks to break when one is mined, ala EE2 Red Matter pickaxe right click? Code example or a place to look would be quite helpful. Thanks
You should just need a for loop in your onBlockDestroyed method, not sure what to call inside of it though
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I'll be fine
1) It's fine, plenty people call me that xD
2) What do you mean, having something like the RP handsaw that gets damaged in a crafting table, or a tool with metadata, because I have no idea how to do the latter, but I know it's tricky
Like, in an anvil, using my metadata 2 Saronite Ingot repair my non-metadata Saronite Sword. Typically we'd use something like,
But that doesn't seem to be working for me.
Thanks for all of your help
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Does it need to be "Starmod:livingbunny.png"? Haven't worked with 1.5 yet personally lol, so just a though
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Ok so this is my Base source for my mod: http://paste.minecraftforge.net/view/e146bdfd
And this is my Block Source: http://paste.minecraftforge.net/view/616865be
And this is my Sword Source: http://paste.minecraftforge.net/view/d3e84a57
After fixing the errors my minecraft still crash and this is the crash log: http://paste.minecraftforge.net/view/d395db63
I hope you can help me solve my problem!
Obviously you'll just need to change the values to what you need
Something is wrong with your super call in the sword class, if you're working in eclipse it should show an error message
Yes, it will be, unfortunately, I'll need to fix it
Dang, something so simple lol, thanks a lot man
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I GOT IT, YES B1TCHES! CHOCOLATE VANILLA SWIRL WITH COOKIE CRUNCH PLEASE!
From the base of your mod archive, they have to be at:
/mods/YOURMODNAMEHERE/textures/blocks/ for Block textures
/mods/YOURMODNAMEHERE/textures/items/ for Item textures
/mods/YOURMODNAMEHERE/textures/gui/ for your GUI screens
/mods/YOURMODNAMEHERE/textures/models/ for your entities (this one is optional)
Since I work from my L drive, the full path for my current mod ends up being L:\MC Dev 1.5\eclipse\Minecraft\bin\mods\resourceengineering\textures\..
In eclipse, set your forge install's eclipse folder as the workspace. That should bring all the MC source code into eclipse and set everything up properly for you. Go back and reread the instructions in the tutorial carefully.
Awesome, I got it, thanks! I haven't used Eclipse for a long time so I'm still getting used to the setup and how it operates.
If you updated to 1.5 you have to use setUnlocalizedName(name), setItemName and setTextureFile are no longer used. This code snippet from my own project should help you:
its looking for textures inside mods/<modname>/textures/items or /blocks
I sort of know 50% of how to do that, but I still need to look into it a little bit more though
Thanks lol, even I couldn't find it properly xD
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Everything else has been answered by other people, thanks guys!
You should just need a for loop in your onBlockDestroyed method, not sure what to call inside of it though