is it good? can i do some nice stuff or is there a better one?
Thank you
the first stuff i want to know is like:
1) how do i know what ID to use on a block or item, i mean with my huge modpack here, how do i chose i value that wont conflict with my other 60 mods?
2) What is the difference betheen Hardness and Resistence, and what are the min/max values for each?
3) All the textures for the blocks and item images can be made on photoshop? that would help me
Don't, I beg you, please, do not use mod generators. They are utter s**t, a disease in the community. They are limited, the code they generate is bulky and messy, they will bring you nothing but hate, they will make other developers look down on you, they make you look, and sometimes act, like a lazy developer, and overall, they are just a bad idea.
Go online and find some tutorials for Java, better yet, find an online course for Java. A tutorial playlist on Youtube by a user called TheNewBoston is here:
An entire playlist of videos going from dead beginner to intermediate novice, with 87 individual videos. This is 1 of I think 3(?) playlists going from complete beginner, as in installing JDK, to advanced, like making your own game. This is also how I learned Java too.
Once you're comfortable in Java, grab Forge from files.minecraftforge.net and find some tutorials on Forge. Don't jump straight to the advanced stuff, start from the beginning, simple mod loading, blocks, items, etc, and work your way up.
Onto your questions:
1. Don't need to worry about IDs for blocks and items from 1.7+, 1.6 and below however, either dynamically find and assign free IDs (I can't give help with that, you're gonna have to do this yourself), or just bite the bullet, choose a range and let the user handle the conflicts. From 1.7 and onwards block and item IDs have been switched out for mod-unique String-based IDs, so Stone has the ID minecraft:stone, etc. Entities and GUIs are mod-unique, each mod has their own set of IDs, however, if a developer does something wrong, their entity IDs can be global, so watch out for that and keep that in mind.
2. IIRC, hardness is the physical hardness of the block, how long it takes to mine, resistance is the blast resistance of the block. Min and max values are the min and max values of their respective parameter types. Seriously though, max is the max value of the param type, min is 0, anything under means the block is indestructible.
3. Yes, any textures can be made in any image editors, however, the editor you use must support transparency, so MS Paint is out of the question..
I apologise for the unprofessionalism of the first paragraph, I just wrote a rant on mod generators, in specific MCreator, and still was a bit fired up so-to-speak.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Honestly I think these "mod generators" could be done much better. If they skipped the whole "no programming required" talk and instead focused on making it easier to write code for mods I think it would be better for everyone.
The major problem that most "mod generators" try to fix is that it's – at least in my opinion – pretty tedious to get a working development environment set up. If someone came up with some sort of IDE or application specifically made for creating Minecraft mods and perhaps with some kind of interpreted language (Javascript, Lua etc.) to make mods with I think it would look much more attractive to newcomers.
That's a much better way for someone to ease into modding. The main thing I have against mod generators is how they make people think programming isn't required for modding, so they then don't learn how to code in Java and dive right in.
Just saying, IMO getting a development environment isn't tedious, quite simple in fact if you follow a good tutorial, the problem is a lot can go wrong and if you don't follow the rules perfectly, you can mess something up.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
i learned some lua for computercraft, but its pretty simple, so i can learn java with no requirement? my only skills are BASIC witch i learn 20 years ago lol, but sirius, being a biologist could i learn java alone, how much time took YOU to learn the basic man? so i can have a idea what im going in here..
So the 1.7+ will sort the ID automatic them ham, i figger that up since i update my modpack to 1.7 i got no more ID conflics hehe
1 ) Ok the textures, i start it already here, so they are 16x16, transparent, bicubic, .png files right? did i miss something here? im making them already i think its a good start lol - using my old photoshop for now
2) So what program i use here to open the .CLASS java files? i want a simple, free one i can quick edit and save the files, i can also start by using some files from other small mods to understand how the coding works (thats how i learn the bit i know of lua), for example i got this 24k mod FlowerTeaMod, i know how the mod works, so looking at his code on the program i can figger stuff up. So what program you guys recomend? i know i had a small one here but i lost it
3) Do i need any other program at all to mod for minecraft? beside the texture maker, .class editor and forge?
also, all the mods are made by just 1 person? i mean there is not team mods? i also could make all the textures and ideas and someone could code maybe? is it possible?
i learned some lua for computercraft, but its pretty simple, so i can learn java with no requirement? my only skills are BASIC witch i learn 20 years ago lol, but sirius, being a biologist could i learn java alone, how much time took YOU to learn the basic man? so i can have a idea what im going in here..
So the 1.7+ will sort the ID automatic them ham, i figger that up since i update my modpack to 1.7 i got no more ID conflics hehe
1 ) Ok the textures, i start it already here, so they are 16x16, transparent, bicubic, .png files right? did i miss something here? im making them already i think its a good start lol - using my old photoshop for now
2) So what program i use here to open the .CLASS java files? i want a simple, free one i can quick edit and save the files, i can also start by using some files from other small mods to understand how the coding works (thats how i learn the bit i know of lua), for example i got this 24k mod FlowerTeaMod, i know how the mod works, so looking at his code on the program i can figger stuff up. So what program you guys recomend? i know i had a small one here but i lost it
3) Do i need any other program at all to mod for minecraft? beside the texture maker, .class editor and forge?
also, all the mods are made by just 1 person? i mean there is not team mods? i also could make all the textures and ideas and someone could code maybe? is it possible?
Java is very different from Lua, so it will probably take quite a bit of getting used to. I relied on tutorials for about a month or so, but started experimenting and teaching myself, I picked it up quickly but you may not.
Java in itself is not hard to learn, simple syntax, very implicit syntax (so you have quite a lot of freedom with the syntax, like your opening body bracket on the same line as the header, or next line? Both work), overall is very simple. What is hard to learn are the concepts behind Java, and there's a lot. The simple base concepts aren't that bad, but when you get down into the guts like how the JVM functions, or what a class and method signature is, it can get complicated. All that you require are the base concepts, and the general concepts behind object-oriented languages and such, but the advanced concepts are always a good-to-know.
Textures can be any square resolution, so 16x, 32x, 64x, 128x, 256x, 512x, 1024x, etc. You can also go lower, 8x, 4x, 2x, 1x AFAIK. The general accepted resolution is 16x or 32x, mainly 16x, when modding you generally should try to keep your textures in the same style as the vanilla Minecraft.
Java is a compiled language, that is, that code you write in (called high-level code) is converted into a different form of code known as bytecode. Now, at the high-level code, you write your code in an object-oriented manner, but in bytecode, the JVM uses a stack-based paradigm, that is, there is a central stack of values, called an Operand Stack, and to work with data, you push values onto the top of the stack to store them, and pull values off the top of the stack to use them, but I digress. The reason why the high-level code is converted into bytecode is because it is faster and easier for the CPU to execute, it is much much smaller in size, and is also much much MUCH more secure than high-level code (converting from high-level to bytecode is easy, converting from bytecode back to high-level is much more complex because of how bytecode actually works, when decompiling, you will never get a 100% accurate translation of the bytecode, only a rough translation, but the translation is accurate enough that you can get the general idea of what the code was doing).
The game when released is in a compiled state, those .class files store all the bytecode that make up the program. To mod the game, the game needs to be decompiled, which as I said, leads to errors within the decompiled code. Using a toolkit like MCP or ForgeGradle, these toolkits will decompile the game and fix up these errors for you so that you can mod the game without hundreds upon hundreds of errors slowing you down.
The actual program that you use to write Java code is called an IDE (short for Integrated Development Environment), and what it basically is, is a text editor, like Notepad, but it includes many different tools and utilities that make your life easier when writing code, an IDE includes syntax highlighting, live error checking, an integrated runtime environment (it live-compiles your code so you can run it without having to actually compile and package the code, when releasing you do need to compile your code yourself though), debugging (you can run it, AND hotswap code into the VM so you can edit the code and have the editing take effect immediately witout restarting), and a lot more. An example of an IDE is Eclipse, or IntelliJ IDEA. You should be able to find tutorials on how to use an IDE by looking at most Java tutorials that start right at the beginning.
Typically most mods are only written by one or two people, however mods also can be written with many more people. The problem is controlling and managing file editing between multiple people, if two people edit the same file in quick succession, the latest change get's through and overwrites other changes. And this gets harder to manage the more people you work with.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Wanna make for 1.7.10.
Where should be a good start? (links)
is there a way to mod without codding on 1.7.10? i foudn this here:
http://mcmodgen.com/index.php
is it good? can i do some nice stuff or is there a better one?
Thank you
the first stuff i want to know is like:
1) how do i know what ID to use on a block or item, i mean with my huge modpack here, how do i chose i value that wont conflict with my other 60 mods?
2) What is the difference betheen Hardness and Resistence, and what are the min/max values for each?
3) All the textures for the blocks and item images can be made on photoshop? that would help me
Don't, I beg you, please, do not use mod generators. They are utter s**t, a disease in the community. They are limited, the code they generate is bulky and messy, they will bring you nothing but hate, they will make other developers look down on you, they make you look, and sometimes act, like a lazy developer, and overall, they are just a bad idea.
Go online and find some tutorials for Java, better yet, find an online course for Java. A tutorial playlist on Youtube by a user called TheNewBoston is here:
An entire playlist of videos going from dead beginner to intermediate novice, with 87 individual videos. This is 1 of I think 3(?) playlists going from complete beginner, as in installing JDK, to advanced, like making your own game. This is also how I learned Java too.
Once you're comfortable in Java, grab Forge from files.minecraftforge.net and find some tutorials on Forge. Don't jump straight to the advanced stuff, start from the beginning, simple mod loading, blocks, items, etc, and work your way up.
Onto your questions:
1. Don't need to worry about IDs for blocks and items from 1.7+, 1.6 and below however, either dynamically find and assign free IDs (I can't give help with that, you're gonna have to do this yourself), or just bite the bullet, choose a range and let the user handle the conflicts. From 1.7 and onwards block and item IDs have been switched out for mod-unique String-based IDs, so Stone has the ID minecraft:stone, etc. Entities and GUIs are mod-unique, each mod has their own set of IDs, however, if a developer does something wrong, their entity IDs can be global, so watch out for that and keep that in mind.
2. IIRC, hardness is the physical hardness of the block, how long it takes to mine, resistance is the blast resistance of the block. Min and max values are the min and max values of their respective parameter types. Seriously though, max is the max value of the param type, min is 0, anything under means the block is indestructible.
3. Yes, any textures can be made in any image editors, however, the editor you use must support transparency, so MS Paint is out of the question..
I apologise for the unprofessionalism of the first paragraph, I just wrote a rant on mod generators, in specific MCreator, and still was a bit fired up so-to-speak.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
That's a much better way for someone to ease into modding. The main thing I have against mod generators is how they make people think programming isn't required for modding, so they then don't learn how to code in Java and dive right in.
Just saying, IMO getting a development environment isn't tedious, quite simple in fact if you follow a good tutorial, the problem is a lot can go wrong and if you don't follow the rules perfectly, you can mess something up.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
So the 1.7+ will sort the ID automatic them ham, i figger that up since i update my modpack to 1.7 i got no more ID conflics hehe
1 ) Ok the textures, i start it already here, so they are 16x16, transparent, bicubic, .png files right? did i miss something here? im making them already i think its a good start lol - using my old photoshop for now
2) So what program i use here to open the .CLASS java files? i want a simple, free one i can quick edit and save the files, i can also start by using some files from other small mods to understand how the coding works (thats how i learn the bit i know of lua), for example i got this 24k mod FlowerTeaMod, i know how the mod works, so looking at his code on the program i can figger stuff up. So what program you guys recomend? i know i had a small one here but i lost it
3) Do i need any other program at all to mod for minecraft? beside the texture maker, .class editor and forge?
also, all the mods are made by just 1 person? i mean there is not team mods? i also could make all the textures and ideas and someone could code maybe? is it possible?
Java is very different from Lua, so it will probably take quite a bit of getting used to. I relied on tutorials for about a month or so, but started experimenting and teaching myself, I picked it up quickly but you may not.
Java in itself is not hard to learn, simple syntax, very implicit syntax (so you have quite a lot of freedom with the syntax, like your opening body bracket on the same line as the header, or next line? Both work), overall is very simple. What is hard to learn are the concepts behind Java, and there's a lot. The simple base concepts aren't that bad, but when you get down into the guts like how the JVM functions, or what a class and method signature is, it can get complicated. All that you require are the base concepts, and the general concepts behind object-oriented languages and such, but the advanced concepts are always a good-to-know.
Textures can be any square resolution, so 16x, 32x, 64x, 128x, 256x, 512x, 1024x, etc. You can also go lower, 8x, 4x, 2x, 1x AFAIK. The general accepted resolution is 16x or 32x, mainly 16x, when modding you generally should try to keep your textures in the same style as the vanilla Minecraft.
Java is a compiled language, that is, that code you write in (called high-level code) is converted into a different form of code known as bytecode. Now, at the high-level code, you write your code in an object-oriented manner, but in bytecode, the JVM uses a stack-based paradigm, that is, there is a central stack of values, called an Operand Stack, and to work with data, you push values onto the top of the stack to store them, and pull values off the top of the stack to use them, but I digress. The reason why the high-level code is converted into bytecode is because it is faster and easier for the CPU to execute, it is much much smaller in size, and is also much much MUCH more secure than high-level code (converting from high-level to bytecode is easy, converting from bytecode back to high-level is much more complex because of how bytecode actually works, when decompiling, you will never get a 100% accurate translation of the bytecode, only a rough translation, but the translation is accurate enough that you can get the general idea of what the code was doing).
The game when released is in a compiled state, those .class files store all the bytecode that make up the program. To mod the game, the game needs to be decompiled, which as I said, leads to errors within the decompiled code. Using a toolkit like MCP or ForgeGradle, these toolkits will decompile the game and fix up these errors for you so that you can mod the game without hundreds upon hundreds of errors slowing you down.
The actual program that you use to write Java code is called an IDE (short for Integrated Development Environment), and what it basically is, is a text editor, like Notepad, but it includes many different tools and utilities that make your life easier when writing code, an IDE includes syntax highlighting, live error checking, an integrated runtime environment (it live-compiles your code so you can run it without having to actually compile and package the code, when releasing you do need to compile your code yourself though), debugging (you can run it, AND hotswap code into the VM so you can edit the code and have the editing take effect immediately witout restarting), and a lot more. An example of an IDE is Eclipse, or IntelliJ IDEA. You should be able to find tutorials on how to use an IDE by looking at most Java tutorials that start right at the beginning.
Typically most mods are only written by one or two people, however mods also can be written with many more people. The problem is controlling and managing file editing between multiple people, if two people edit the same file in quick succession, the latest change get's through and overwrites other changes. And this gets harder to manage the more people you work with.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!