Could you also make a tutorial on adding durability and enchantability to weapons? I have created the weapon but cannot figure out how to add durrability and enchantments.
EDIT: I also do not know how to make my weapon look as if I were holding it as a sword. Thank you for these helpful tutorials and I hope you can help me! :biggrin.gif:
Hi,
I'm just starting with modding. I went through some various tutorials and I have some questions. First, what to do with Modloader mod to be able to run it from mods folder (i.e. not placing files directly to minecraft.jar)? I haven't found it anywhere. Second, will you make tutorials about building generation (for example more houses in villages, wells in deserts etc.)? Thanks in advance :smile.gif:
Btw. great tutorials! :smile.gif:
I'm going to do a world generation tutorial so people can generate their own custom designs.
Could you also make a tutorial on adding durability and enchantability to weapons? I have created the weapon but cannot figure out how to add durrability and enchantments.
EDIT: I also do not know how to make my weapon look as if I were holding it as a sword. Thank you for these helpful tutorials and I hope you can help me! :biggrin.gif:
I'm going to put up a tool set tutorial(sword included), and show you add your own durability and stuff.
I'd like to thank all the people who gave me a +! The post now has a popular star! This really motivates me to do more tutorials! :biggrin.gif: :biggrin.gif:
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
And what about my first question(placing mod in mods folder)?
Once ModLoader is installed in the jar, and the game is run once, it should create the mods folder in .minecraft. Once you have finished your mod, and reobfuscated, you need to put all the classes into a ZIP(CAN NOT be a RAR), then put it in the mods folder. If ModLoader didn't make one, then just make one yourself and make sure it is called 'mods'.
Note: You cannot use the method of the mods folder if your mod edits base classes. If it does, it must go directly into the jar (just classes, no zip).
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
I just started yesterday learning to making Mods at Minecraft, today i found your Tutorial(by the way, very well done!) here and i decided to start moding using ModLoader, but, after a long while, i cant make a single Block, it always give me the same error, can you help me please?
Here it's the error log :
== MCP 5.6 (data: 5.6, client: 1.1, server: 1.1) ==
> Recompiling client...
'"C:\Archivos de programa\Java\jdk1.7.0_02\bin\javac.exe" -g -source 1.6 -target
1.6 -classpath "lib;lib\*;jars\bin\minecraft.jar;jars\bin\jinput.jar;jars\bin\l
wjgl.jar;jars\bin\lwjgl_util.jar" -sourcepath src\minecraft -d bin\minecraft src
\minecraft\net\minecraft\client\*.java src\minecraft\net\minecraft\isom\*.java s
rc\minecraft\net\minecraft\src\*.java conf\patches\ga.java conf\patches\Start.ja
va' failed : 1
== ERRORS FOUND ==
warning: [options] bootstrap class path not set in conjunction with -source 1.6
src\minecraft\net\minecraft\src\mod_Test.java:3: error: '{' expected
public class mod_Test.java extends BaseMod
^
1 error
1 warning
==================
FATAL ERROR
Traceback (most recent call last):
File "runtime\recompile.py", line 31, in recompile
commands.recompile(CLIENT)
File "C:\Documents and Settings\Ivßn\Escritorio\Todo Minecraft\Minecraft Coder
Pack\runtime\commands.py", line 736, in recompile
self.runcmd(forkcmd)
File "C:\Documents and Settings\Ivßn\Escritorio\Todo Minecraft\Minecraft Coder
Pack\runtime\commands.py", line 779, in runcmd
raise CalledProcessError(returncode, forkcmd, output)
CalledProcessError: Command '"C:\Archivos de programa\Java\jdk1.7.0_02\bin\javac
.exe" -g -source 1.6 -target 1.6 -classpath "lib;lib\*;jars\bin\minecraft.jar;ja
rs\bin\jinput.jar;jars\bin\lwjgl.jar;jars\bin\lwjgl_util.jar" -sourcepath src\mi
necraft -d bin\minecraft src\minecraft\net\minecraft\client\*.java src\minecraft
\net\minecraft\isom\*.java src\minecraft\net\minecraft\src\*.java conf\patches\g
a.java conf\patches\Start.java' returned non-zero exit status 1
Press any key to continue . . .
It's just a normal block using your model at your "Block" tutorial with a custom texture, withouth changes.
If you need any more info tell me and i will post it.
I think you missed a { under the public class line. If you can't figure it out post your code please.
What is the difference between the code in 1.0.0 and 1.1.0?
Is it the return value? "1.0" instead of "1.1"?
There are no differences with basic mods. The only thing the string in getVersion is used for is in ModLoader.txt. There are some differences with entity spawning and such. Like world.entityJoinedWorld is now world.spawnEntityInWorld
and just do a / in front of your image name, which happens to be easier, make sure your image is in the location of: yourmpcfoldername/jars/bin/minecraft.jar. Simply open up your minecraft.jar with WinRAR or the like and place your image in there.
TechGuy I'd be happy if you put the above in idk a new FAQ spoiler, because I've had a problem before, where no matter what folder I put the image in and did the right location, Eclipse wouldn't find my image. But putting it in your jar folder lets Eclipse know where it is instantly(the terrain image Eclipse accesses,if you don't know, is the one in the minecraft.jar).
I've explained things like this in the Images section. You can also put images inside mcp/eclipse/Client/bin.
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
Thanks!! :biggrin.gif: Please tell me how can I be more specific in the images section, I welcome constructive criticism :smile.gif:
thank you for taking this well, well, I didn't really know what you meant by where you were suppost to put the graphics. Apperently, what I did (which worked) was to put them in a folder and drag it in on instalation of my mod (I was using StartClient.bat and it wasn't working for that reason), so yeah. I just think you may want to put something like that down because I didn't know what you mean in that case.
Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerError
at net.minecraft.client.Minecraft.startGame(Minecraft.java:316)
at net.minecraft.client.Minecraft.run(Minecraft.java:620)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: java.lang.NullPointerException
at net.minecraft.src.ModLoader.init(ModLoader.java:745)
at net.minecraft.src.ModLoader.AddAllRenderers(ModLoader.java:150)
at net.minecraft.src.RenderManager.<init>(RenderManager.java:78)
at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:9)
... 3 more
Caused by: java.lang.NullPointerException
at net.minecraft.src.mod_NAOM.load(mod_NAOM.java:23)
at net.minecraft.src.ModLoader.init(ModLoader.java:714)
this happens when i start mc with the item overrides...
mod_NAOM (the some parts)
I have scott tools, but the speedore's tools worked great until i added the Magmite Ore and the Shard :sad.gif:
Item declaration:
public static final Block SpeedOre = new BlockSpeedOre(123, 0).setBlockName("SpeedOre").setHardness(1F).setResistance(1F);
public static final Block SpeedBlock = new BlockSpeedBlock(124, 0).setBlockName("SpeedBlock").setHardness(1F).setResistance(1F);
public static final Item SpeedGem = new Item(2000).setItemName("SpeedGem");
public ToolMaterial SpeedTools;
public Item SpeedAxe;
public Item SpeedPickaxe;
public Item SpeedShovel;
public static final Block VoidiumOre = new BlockVoidiumOre(125, 0).setBlockName("VoidiumOre").setHardness(60F).setResistance(15F);
public static final Item VoidiumIngot = new Item(2004).setItemName("VoidiumIngot");
public static final Block MagmaniteOre = new BlockMagmaniteOre(126, 0).setBlockName("MagmaniteOre").setHardness(5F).setResistance(7F);
public static final Item MagmaniteShard = new Item(2005).setItemName("MagmaniteShard");
Sprite Override (eclipse tell me that the error is in this)
SpeedOre.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/SnO_Opzzzz/SpeedOre.png");
SpeedBlock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/SnO_Opzzzz/SpeedBlock.png");
SpeedGem.iconIndex = ModLoader.addOverride("/gui/items.png", "/SnO_Opzzzz/SpeedGem.png");
SpeedAxe.iconIndex = ModLoader.addOverride("/gui/items.png", "/SnO_Opzzzz/SpeedAxe.png"); //i tried starting mc without this line, but the error goes on the pickaxe. only removing all the overrides from the axe make the game start properly (sorry for my bad english :/)
SpeedPickaxe.iconIndex = ModLoader.addOverride("/gui/items.png", "/SnO_Opzzzz/SpeedPick.png");
SpeedShovel.iconIndex = ModLoader.addOverride("/gui/items.png", "/SnO_Opzzzz/SpeedShovel.png");
VoidiumOre.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/SnO_Opzzzz/VoidiumOre.png");
VoidiumIngot.iconIndex = ModLoader.addOverride("/gui/items.png", "/SnO_Opzzzz/VoidiumIngot.png");
MagmaniteOre.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/SnO_Opzzzz/MagmaniteOre.png");
MagmaniteShard.iconIndex = ModLoader.addOverride("/gui/items.png", "/SnO_Opzzzz/MagmaniteShard.png");
thank you for taking this well, well, I didn't really know what you meant by where you were suppost to put the graphics. Apperently, what I did (which worked) was to put them in a folder and drag it in on instalation of my mod (I was using StartClient.bat and it wasn't working for that reason), so yeah. I just think you may want to put something like that down because I didn't know what you mean in that case.
Thanks for the feedback. Editing it now :smile.gif:
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
EDIT: I also do not know how to make my weapon look as if I were holding it as a sword. Thank you for these helpful tutorials and I hope you can help me! :biggrin.gif:
I'm going to do a world generation tutorial so people can generate their own custom designs.
Added to the list. Thanks for the idea :smile.gif:
I'm going to put up a tool set tutorial(sword included), and show you add your own durability and stuff.
I'd like to thank all the people who gave me a +! The post now has a popular star! This really motivates me to do more tutorials! :biggrin.gif: :biggrin.gif:
together they are powerful beyond imagination."
And what about my first question(placing mod in mods folder)?
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Once ModLoader is installed in the jar, and the game is run once, it should create the mods folder in .minecraft. Once you have finished your mod, and reobfuscated, you need to put all the classes into a ZIP(CAN NOT be a RAR), then put it in the mods folder. If ModLoader didn't make one, then just make one yourself and make sure it is called 'mods'.
Note: You cannot use the method of the mods folder if your mod edits base classes. If it does, it must go directly into the jar (just classes, no zip).
together they are powerful beyond imagination."
This is my file
if you help (Masters) You will be greatly credited in this edition to my mod!
thanks!
Please help please I really don't know anything about this constructer thing.
Is it the return value? "1.0" instead of "1.1"?
I think you missed a { under the public class line. If you can't figure it out post your code please.
I replied to your post in Mod Development :smile.gif:
There are no differences with basic mods. The only thing the string in getVersion is used for is in ModLoader.txt. There are some differences with entity spawning and such. Like world.entityJoinedWorld is now world.spawnEntityInWorld
I've explained things like this in the Images section. You can also put images inside mcp/eclipse/Client/bin.
together they are powerful beyond imagination."
Thanks :smile.gif:
together they are powerful beyond imagination."
Code for signature edit:
Hope you like it!
But my multi-textured block still need some minor changes to work. Mind if I post the error and the code here?
Did you make a BlockName.java?
thank you for taking this well, well, I didn't really know what you meant by where you were suppost to put the graphics. Apperently, what I did (which worked) was to put them in a folder and drag it in on instalation of my mod (I was using StartClient.bat and it wasn't working for that reason), so yeah. I just think you may want to put something like that down because I didn't know what you mean in that case.
Preview:
Code:
If you are feeling generous, Please press the Green Button. Thanks! :smile.gif:
What is line 23?
Thanks. Its great!! :biggrin.gif:
Remove the .java from line so its like this
Thankyou! Another great banner by the master :biggrin.gif:
Thanks for the feedback. Editing it now :smile.gif:
Thankyou. I'm glad I could help
together they are powerful beyond imagination."