I assume you are here you want to start making Minecraft mods; awesome. These sets of tutorials will help you actually learn how to code, and make mods. Making Minecraft mods can be very simple, as well as very, very complex, and by the end of these tutorials, you will be able to make big, complex mods, or code simple mods in no time!
Before we begin, there are a few things I'd like to go over first:
Don't expect your first mod to be a huge hit like IndustrialCraft, BuildCraft, Equivalent Exchange, and such. My first mod took a month to get 20 downloads.
Programming mods can be a long, and tedious project. I guarantee you'll spend a few days trying to figure out a bug. In fact, I'm trying to figure out one in one of my mods!
You do not need existing programming knowledge to make mods. If you don't know anything about programming, you can still make mods, it just may be a little harder to grasp certain concepts. I highly recommend you go over Java tutorials though, and have the right mindset of actually learning instead of simply doing.
Do not come into modding thinking you'll make thousands of dollars off of advertisements. You'll be lucky to get a dollar. I have a mod with over 10,000 downloads, and have only made $20.
If your first mod fails, try again. Then again. And again. If you have the patience, you'll make a great mod.
Also, it would be a good thing to go over what these tutorials will actually include, right?
Be able to make basic items/blocks. (Beginner)
Be able to make basic and advanced armors and tools. (Beginner)
Be able to make ores, and generate them throughout the Overworld, Nether, and End. (Beginner)
Be able to make advanced items through NBT data. (Intermediate)
Be able to make advanced blocks through Tile Entities. (Intermediate)
Be able to add mods to our workspace for testing purposes, and the use of API's. (Intermediate)
The basics of the RedstoneFlux API, and how to use it. (Advanced)
Plus much more in the future! If you have suggestions, please tell me too!
Ready to get started?! Awesome.
-----
Tutorials can once again be found via Google Docs.
You may, and probably will have some questions, or need help. If you do, feel free to comment below, and I will help you out.
If you have an error with your code, please copy it into pastebin or the like, and tell me what is causing the issue. Apply any crash reports or logs if necessary.
Also! From my experience, it is always better to work on mods as a team. With that being said, I'm actually considering starting a "team-like" deal (eh, depends on how you define 'team'). Anyways, I'm just looking for people who might have an interest in helping out with an idea or two I have, and am developing right now. Only requirement is that you know what you are doing when it comes to Forge (the basics and such). Send me a message if you are interested.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/16/2013
Posts:
56
Minecraft:
Fearnbus25
PSN:
Fearnbus25
Member Details
This is an awesome tutorial! I have just one problem. All of my EventHandler's are getting errors, when I click on the error, it comes up with the solution of "Fix Project Setup", but when I click on it it won't fix it. Also my @Mod has an error, the Solution it has when I click on it is "Rename in file". But when I click on it it just creates a little green "C" next to my "public class TestMod {" line of code. Here is what my code looks like below.
This is an awesome tutorial! I have just one problem. All of my EventHandler's are getting errors, when I click on the error, it comes up with the solution of "Fix Project Setup", but when I click on it it won't fix it. Also my @Mod has an error, the Solution it has when I click on it is "Rename in file". But when I click on it it just creates a little green "C" next to my "public class TestMod {" line of code. Here is what my code looks like below.
You are missing imports. Hover over them, and see if there is an option to import.
If there isn't, then add this line of code to your imports:
import cpw.mods.fml.common.Mod;
That should fix your problems.
Putting "import cpw.mods.fml.common.Mod;" fixed the Event Handler errors, and then I found out that in the Main class I made some words all caps, then when I typed in my Reference class I didn't make the words all caps there, so it was giving me errors on that. Everything is fixed and I have no more errors Thanks for the help.
Hey dude, please, please, post these spam fast, i rly want to learn from a cool dude like you, just spam these out, like 5 once you see this
I prefer quality over quantity; I believe that's what makes mine different. I'm working on a few more tutorials right now in fact, and will try and have them up later today.
public class RegisterHelper {
public static void registerBlock(Block block)
{
GameRegistry.registerBlock(block, Reference.MODID + block.getUnlocalizedName().substring(5));
}
public static void registerItem(Item item)
{
GameRegistry.registerItem(item, Reference.MODID + item.getUnlocalizedName().substring(5));
The Meaning of Life, the Universe, and Everything.
Join Date:
4/16/2013
Posts:
56
Minecraft:
Fearnbus25
PSN:
Fearnbus25
Member Details
I'm getting a million errors in my ModItems class it is giving me the errors that are just a red circle with a white "X" inside of it. Here is what my code looks like
Sorry If I'm being a bother, but I have ran into a couple of problems with setting everything up!
I am pretty inept and entry level at it gets, getting lost in the small details! Bare with me! hehe
"Now, we are going to need to type some commands into Terminal / Command Prompt again to setup Forge. Open up the forge.zip file you downloaded, and place it in your newly created folder."
Which newly created folder to be clear? >.> We just created a bunch! My workspace folder? 1.7 folder? The mod folder/github folder, one of it's folders? Does Open up the forge.zip mean open it from it's location and drag it to the specified folder or unzipping it into it's own forge folder inside the specified folder?
I assume this is where I messed up and why the command prompt stuff that follows isn't working!
I keep getting something along the lines of "Task 'setupDecompWorkspace' not found in root project."
Sorry If I'm being a bother, but I have ran into a couple of problems with setting everything up!
I am pretty inept and entry level at it gets, getting lost in the small details! Bare with me! hehe
"Now, we are going to need to type some commands into Terminal / Command Prompt again to setup Forge. Open up the forge.zip file you downloaded, and place it in your newly created folder."
Which newly created folder to be clear? >.> We just created a bunch! My workspace folder? 1.7 folder? The mod folder/github folder, one of it's folders? Does Open up the forge.zip mean open it from it's location and drag it to the specified folder or unzipping it into it's own forge folder inside the specified folder?
I assume this is where I messed up and why the command prompt stuff that follows isn't working!
I keep getting something along the lines of "Task 'setupDecompWorkspace' not found in root project."
Drag your mod folder into it, all that does is tell the command prompt where to go
* Want to check out some of my projects I've been working on? Right now, Levels is my only currently released mod, so if you want to check it out, here it is!
Hello!
I assume you are here you want to start making Minecraft mods; awesome. These sets of tutorials will help you actually learn how to code, and make mods. Making Minecraft mods can be very simple, as well as very, very complex, and by the end of these tutorials, you will be able to make big, complex mods, or code simple mods in no time!
Before we begin, there are a few things I'd like to go over first:
Also, it would be a good thing to go over what these tutorials will actually include, right?
Ready to get started?! Awesome.
-----
Tutorials can once again be found via Google Docs.
Apparently all of the links below have become broken. I've shared the folder containing all of the tutorials here. Hopefully this will work right.
Volume 3 (1.7)
#1 -- Introduction/Setup
#2 -- Main Class
#3 -- Proxy and Helper Classes
#4 -- Basic Item
#5 -- Basic Block
#6 -- en_US.lang File
Volume 2 (1.8)
#1 -- Introduction/Setup
#2 -- Updating to 1.8 from 1.8
#3 -- Main Class
#4 -- Proxies and Helper Classes
#5 -- Basic Item
#6 -- Basic Block
Older Volumes
Volume 1 (1.7)
#1 -- Introduction/Setup
#2 -- Main Class
#3 -- Basic Item
#4 -- Basic Block
#5 -- Block/Item Textures
#6 -- en_US.lang File
#7 -- Block Improvements
#8 -- Custom Creative Tabs
#9 -- Crafting Recipes
#10 -- Ore Generation
#11 -- Tools and Armor
#12 -- Swords With Potion Effects
#13 -- Armor With Potion Effects
#14 -- Swords Already Enchanted
#15a -- Entity Registry
#15b -- Passive Mobs
-----
You may, and probably will have some questions, or need help. If you do, feel free to comment below, and I will help you out.
If you have an error with your code, please copy it into pastebin or the like, and tell me what is causing the issue. Apply any crash reports or logs if necessary.
Also! From my experience, it is always better to work on mods as a team. With that being said, I'm actually considering starting a "team-like" deal (eh, depends on how you define 'team'). Anyways, I'm just looking for people who might have an interest in helping out with an idea or two I have, and am developing right now. Only requirement is that you know what you are doing when it comes to Forge (the basics and such). Send me a message if you are interested.
Best Regards,
TheXFactor117
package com.fearnbus25.testmod;
import com.fearnbus25.testmod.help.Reference;
import com.sun.org.apache.xpath.internal.operations.Mod;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
@Mod(modid = Reference.MODID, name = Reference.NAME, version = Reference.VERSION)
public class TestMod {
@Mod.EventHandler
public void preInit(FMLPreInitializationEvent event)
{
}
@Mod.EventHandler
public void Init(FMLInitializationEvent event)
{
}
@Mod.EventHandler
public void postInit(FMLPostInitializationEvent event)
{
}
}
You are missing imports. Hover over them, and see if there is an option to import.
If there isn't, then add this line of code to your imports:
import cpw.mods.fml.common.Mod;
That should fix your problems.
Putting "import cpw.mods.fml.common.Mod;" fixed the Event Handler errors, and then I found out that in the Main class I made some words all caps, then when I typed in my Reference class I didn't make the words all caps there, so it was giving me errors on that. Everything is fixed and I have no more errors Thanks for the help.
Lol dude, it takes time to make these, I'd rather he took a while to make them to insure they are good quality and no mistakes in them
I prefer quality over quantity; I believe that's what makes mine different. I'm working on a few more tutorials right now in fact, and will try and have them up later today.
Glad to hear that!
package com.brocoder.wiccancraft.init;
import com.brocoder.wiccancraft.WiccanCraft;
import com.brocoder.wiccancraft.help.RegisterHelper;
import net.minecraft.item.Item;
public class ModItems {
public static Item bloodIngot = new WiccanCraftItem().setUnlocalizedName("bloodIngot");
public static void init()
{
RegisterHelper.registerItem(bloodIngot);
}
}
here is my register helper
package com.brocoder.wiccancraft.help;
import com.brocoder.wiccancraft.Reference;
import cpw.mods.fml.common.registry.GameRegistry;
import net.minecraft.block.Block;
import net.minecraft.item.Item;
public class RegisterHelper {
public static void registerBlock(Block block)
{
GameRegistry.registerBlock(block, Reference.MODID + block.getUnlocalizedName().substring(5));
}
public static void registerItem(Item item)
{
GameRegistry.registerItem(item, Reference.MODID + item.getUnlocalizedName().substring(5));
}
}
please help
The method registerItem(Item) is undefined for the type RegisterHelper ModItems.java /Minecraft/src/main/java/com/brocoder/wiccancraft/init line 14
and
WiccanCraftItem cannot be resolved to a type ModItems.java /Minecraft/src/main/java/com/brocoder/wiccancraft/init line 10
Have you created a WiccanCraftItem file yet?
package com.fearnbus25.testmod.init;
import net.minecraft.item.Item;
import com.fearnbus25.testmod.help.RegisterHelper;
import com.fearnbus25.testmod.items.TestModItem;
public class ModItems()
{
public static Item testIngot = new TestModItem() .setUnlocalizedName("testIngot");
public static void init()
{
RegisterHelper.registerItem(testIngot);
}
}
(I would put it in a spoiler but everytime I did and posted the message the spoiler would disappear, sorry)
You can do that as well
Glad I can help! I'll try my best to keep posting good tutorials
I am pretty inept and entry level at it gets, getting lost in the small details! Bare with me! hehe
"Now, we are going to need to type some commands into Terminal / Command Prompt again to setup Forge. Open up the forge.zip file you downloaded, and place it in your newly created folder."
Which newly created folder to be clear? >.> We just created a bunch! My workspace folder? 1.7 folder? The mod folder/github folder, one of it's folders? Does Open up the forge.zip mean open it from it's location and drag it to the specified folder or unzipping it into it's own forge folder inside the specified folder?
I assume this is where I messed up and why the command prompt stuff that follows isn't working!
I keep getting something along the lines of "Task 'setupDecompWorkspace' not found in root project."
Drag your mod folder into it, all that does is tell the command prompt where to go