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    posted a message on Dragon's Modding Series 1.3.2(Abandoned, Sorry)
    No problem, I always like to see tutorials coming up.
    This is what I'm modding for...
    http://www.minecraftforum.net/topic/1477682-a-competition-between-a-friend-and-i/
    Posted in: Tutorials
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    posted a message on [1.3.2]ModLoader throwable entities tutorial!
    THANK YOU SO MUCH!
    Due to this, I was able to finish parts of my mod for my little competition with my friend. Again, thank you!

    Since you seem to be up to the challenge, and enjoy sharing, here's a tutorial challenge for you...
    Something rideable, that flies. Even duplicating the Minecart or Boat, and making it so it flies would be incredible. I would be indebted to you!
    Posted in: Tutorials
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    posted a message on Dragon's Modding Series 1.3.2(Abandoned, Sorry)
    Hey there,
    Here's to hoping that you haven't given up yet!
    it seems someone has posted a tutorial on how to make a throwable entity, and make it visible. I believe this will fix the invisibility error.
    http://www.minecraftforum.net/topic/1482845-132modloader-throwable-entities-tutorial/

    I hope to see you continue this, I would love to see a dimension tutorial! I will be even more impressed if you can make a tutorial that requires no pre-made dimension files/api. Just getting to the point that I can copy/paste code from the Nether world generation files would be good- I am able to play with it from there, and will allow for some free use.
    Posted in: Tutorials
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    posted a message on EntityThrowable trouble(gun mods)
    So I happened to stumble upon this question, and I also wanted to know exactly how this would be done. So after spending well over an hour on this (I'm new) I have managed to create an entity that is thrown like a snowball, explodes on impact, and leaves 1 single block of obsidian behind. Here's the code...
    package net.minecraft.src;
    public class EntityFireballShot extends EntityThrowable
    {
        public EntityFireballShot(World par1World)
        {
    	    super(par1World);
        }
        public EntityFireballShot(World par1World, EntityLiving par2EntityLiving)
        {
    	    super(par1World, par2EntityLiving);
        }
        public EntityFireballShot(World par1World, double par2, double par4, double par6)
        {
    	    super(par1World, par2, par4, par6);
        }
        /**
    	 * Called when this EntityThrowable hits a block or entity.
    	 */
        protected void onImpact(MovingObjectPosition par1MovingObjectPosition)
        {
    	    if (par1MovingObjectPosition.entityHit != null)
    	    {
    		
    		    byte var2 = 0;
    		   
    		    /**The damage is this variable
    			 *					   \/							 **/
    		    byte var5 = 3;
    		   
    		    if (par1MovingObjectPosition.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.thrower), var5))
    		    {
    			 par1MovingObjectPosition.entityHit.setFire(5);
    		    }
    		   
    		    par1MovingObjectPosition.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.thrower), var2);
    	    }
    	    if (!this.worldObj.isRemote)
    	    {
    		 int var22 = MathHelper.floor_double(this.posX);
    		 int var23 = MathHelper.floor_double(this.posY);
    		 int var24 = MathHelper.floor_double(this.posZ);
    		 this.worldObj.newExplosion((Entity)null, this.posX, this.posY, this.posZ, .5F, true);
    		 this.worldObj.setBlockWithNotify(var22, var23, var24, Block.obsidian.blockID);
    		    this.setDead();
    		   
    	    }
        }
    }



    If you have any other problems, post it. I might be able to help. And I have no idea how to make the entity render itself. :/
    Posted in: Modification Development
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    posted a message on Help making rechargeable items/armor
    Honestly, the best way to go about this would probably be to create a brand new type of block with a gui much like the furnace. Have it recharge (add) value to the item's damage (from the ItemStack class) and go from there. I'm currently trying to do much the same thing.
    Posted in: Modification Development
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    posted a message on A competition between a friend and I
    Hello everybody,
    This is 006ruler, if you couldn't tell already. I am having a modding competition between my friend and I, as we are both brand new to modding and have decided who can create the better mod after two months time. This mod is going to be ssp only, made using modloader, and has a set number of specific requirements including number of blocks and items required, things that must be made, and others. These mods will be set up independently of each other, and the better mod will be chosen BY THE COMMUNITY... this means the winner is chosen by YOU! Every so often we will put out stable versions of our mods for suggestions, critiques, and other such things. After two months have been completed, we will put out FINAL versions of the mod. This only means that the final version will be rated, but we may continue our mods if we wish after two months time.

    As I said, we are brand new to modding, so we may require help and suggestions. The basis of these mods will be simple at first, and hopefully get better and more impressive as the two months go by. I will be posting the rules for our little competition on here, as well as my friends forum name, as will he. Input is GREATLY appreciated, as the community will be the only factor deciding on the winner!
    Posted in: WIP Mods
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    posted a message on Dragon's Modding Series 1.3.2(Abandoned, Sorry)
    Quote from DragonMauler52

    I will have to look into that, I never have made one of those, but I will try to help you.



    You definitely should. They are very fun to play around with, no doubt about that. Right now I have something called an "Emblem of Fireball" that wears out like a tool when right clicked, it shoots fireballs of my own entity. It's basically copy and paste of the EntitySnowball class, with a few changes. Upon contact with something, it explodes violently (twice as strong as a Ghast ball) with all intended side effects. However, since it is an entity of my own creation and I'm pretty new, i can't make it visible. I'm pretty sure your tutorial with the bow and personalized projectiles will have something to solve my problem.
    Posted in: Tutorials
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    posted a message on TechGuy's Modding Tutorials
    Quote from Xjurwi

    I created my Tools but Minecarft Crashed, and I don't get how to fix it..

    Minecraft has crashed!	
    	 ----------------------	
    Minecraft has stopped running because it encountered a problem; Exception occured in ModLoader
    This error has been saved to C:\Users\Josh\Desktop\The Runic Mod\Files\Files from MCP\jars\.\crash-reports\crash-2012-09-09_19.59.39-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
    --- BEGIN ERROR REPORT 161ffc0d --------
    Generated 9/9/12 7:59 PM
    - Minecraft Version: 1.3.2
    - Operating System: Windows 7 (amd64) version 6.1
    - Java Version: 1.7.0_05, Oracle Corporation
    - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    - Memory: 955300544 bytes (911 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
    - JVM Flags: 3 total; -Xincgc -Xmx1024M -Xms1024M
    - ModLoader: Mods loaded: 18
    ModLoader 1.3.2
    mod_CandyCrystal 1.3.2
    mod_CandyCrystalRed 1.3.2
    mod_CreeperBerry 1.3.2
    mod_CreeperBerryBush 1.3.2
    mod_FireRubyDust 1.3.2
    mod_FireRubyOre 1.3.2
    mod_GravitestCrystal 1.3.2
    mod_GravitestOre 1.3.2
    mod_MBlueS 1.3.1
    mod_MGS 1.3.1
    mod_MRedS 1.3.1
    mod_MYellowS 1.3.1
    mod_MythicStoneBlack 1.3.1
    mod_Orange 1.3.2
    mod_runic 1.3.2
    mod_RunicGem 1.3.2
    mod_RunicOre 1.3.2
    
    java.lang.Error: Unresolved compilation problems:
    stairDouble cannot be resolved or is not a field
    stairSingle cannot be resolved or is not a field
    at net.minecraft.src.ItemRunicPickAxe.<init>(ItemRunicPickAxe.java:63)
    at net.minecraft.src.mod_RunicTools.<clinit>(mod_RunicTools.java:4)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
    at java.lang.reflect.Constructor.newInstance(Unknown Source)
    at java.lang.Class.newInstance0(Unknown Source)
    at java.lang.Class.newInstance(Unknown Source)
    at net.minecraft.src.ModLoader.addMod(ModLoader.java:378)
    at net.minecraft.src.ModLoader.readFromClassPath(ModLoader.java:1369)
    at net.minecraft.src.ModLoader.init(ModLoader.java:944)
    at net.minecraft.src.ModLoader.addAllRenderers(ModLoader.java:186)
    at net.minecraft.src.RenderManager.<init>(RenderManager.java:86)
    at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:14)
    at net.minecraft.client.Minecraft.startGame(Minecraft.java:404)
    at net.minecraft.client.Minecraft.run(Minecraft.java:724)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 2716c379 ----------


    Something about the stairDouble and stairSingle is causing Minecraft to crash..



    Before your mod gets any bigger than it already is, go about turning all those mod_*** files into one. That will help you spot problems and debug your code immensely. After that, if the solution isn't evident, ask again.
    Posted in: Mapping and Modding Tutorials
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    posted a message on Dragon's Modding Series 1.3.2(Abandoned, Sorry)
    This looks interesting. I can't wait for the dimensions and bow tutorial.
    To start off the bow tutorial (and I'm sorry if I sound idiotic) I can't get thrown entities of my own creation to be visible. The still have an effect (explosions and fire) but are not visible. Would you be able to start off with something like that?
    Posted in: Tutorials
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    posted a message on [1.2.5][ModLoader]Make a Gun Mod
    Hello,
    I've actually got a question to help me along with a mod that I'm making. I have some small experience with Java, and I am having a competition with a friend to see who can develop the better mod after two months time. One item, the "fireball emblem", creates a fireball entity (not the same that a ghast shoots, that was too complex) that works a lot like a snowball. On right click with the emblem, the entity is created and moves just like a snowball would. It lands and explodes, leaving behind a fiery crater like a ghast, only slightly smaller. HOWEVER- here is where my problem is. To create the entity, I copied and pasted the code used by the EntitySnowball.class file, and edited what I wanted to get it how it is. I currently am UNABLE to see the entity when it spawns, only the destruction that it leaves behind. I believe that there should be a render function somewhere that I need to add in using Modloader, but I can't find any tutorials that would help me. Do you have any idea how to get this to work?


    TLDR: How would I get a throwable object to render the entity, like a snowball that is my own class?
    Posted in: Tutorials
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    posted a message on [1.4.7][Forge](19/2/13) Ducky's Modding Tutorials! Make Your Blocks NICE!
    Alright, so I love the tutorials so far. However, I have a question AND 2 requests.
    My question is- in the cables tutorial, you say we have to edit the Block class. Are you talking about the block class that we make for our block, or the block class that comes with vanilla minecraft?
    Second- I am trying to create a throwable weapon. I have succeeded in every way except for 1 thing. I can't get the item to render after it leaves my hand! It still travels like normal (imagine a snowball) but is completely invisible. How do I get it to render?
    And the second request- How would I make an item that allows you to place blocks? Not like your tutorial, not quite. I mean a ring or something of that manner that places infinite dirt blocks. even better, how would I make it have a set durability like a sword?

    Thank you so much in advance!
    Posted in: Tutorials
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    posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    Hello there,
    Thank you, first of all, for you tutorials. I've resorted to Modloader since I could simply not get Forge to work for me.
    However...
    I am having trouble with the crafting aspect. The mod is very very small, in fact all there is so far is just a block that won't explode. it's supposed to be crafted using iether a 2x2 square of cobble or a 3x3 square of cobble, just because I hoped it was being picky. I am unable to craft it at all, and i'm going to pop soon if I can't figure out what's wrong...
    here's my code.
    package net.minecraft.src;
    import java.util.ArrayList;
    import java.util.Arrays;
    import java.util.List;
    import java.util.Map;
    import java.util.Random;
    public class Modstrongstone extends BaseMod
    {
    public static final Block strongStone = new Modstrongstoneblock(160, 12).setStepSound(Block.soundStoneFootstep).setBlockName("strongstone").setHardness(5F).setResistance(2000F);
    public void load()
    {
    //strongStone.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/texture/strongStone.png");
    ModLoader.registerBlock(strongStone);
    ModLoader.addName(strongStone, "Strongstone");
    
    ModLoader.addRecipe(new ItemStack(strongStone, 1), new Object[] {"##", "##", Character.valueOf('#'), Block.cobblestone});
    ModLoader.addRecipe(new ItemStack(strongStone, 1), new Object [] {"###", "###", "###", Character.valueOf('#'), Block.cobblestone});
    
    //strongStone.setCreativeTab(CreativeTabs.tabBlock);
    }
    public String getVersion() {
    // TODO Auto-generated method stub
    return "Strongstone Mod V1.0";
    }
    
    }


    can you see anything wrong?

    fixed it. I feel like a retard.
    Posted in: Tutorials
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    posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    I hope this hasn't been asked so I don't look like an idiot, but there's 21 pages on this and i didn't see it on the first three or last 2...
    How might we get mods that we make on here for SMP? Would each player require a modded client? could it be entirely server side?
    I've never hosted a server, and this is my first attempts modding with modloader. Help would be great.
    Posted in: Tutorials
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    posted a message on 1.0 New Features! OFFICIAL Report on New Features! MINECRAFT IS RELEASED!
    Quote from KillerBaine

    :rolleyes: I found a ender dragon in my normal world not in the end :biggrin.gif: at least it killed all of the mobs around my base. Anyhow the neather dungeons have neather warts and there's also a couple of achievements for the neather. Thats all i found.


    Other than that dragon showing up, the wrest was already known.
    Posted in: 1.0 Update Discussion
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    posted a message on 1.0 New Features! OFFICIAL Report on New Features! MINECRAFT IS RELEASED!
    Quote from Ayma »


    Reddit says:

    "So, with this shitstorm of Notch vs. Yogscast, I thought I would weigh in my own opinion on it, such that it is.
    I'm not sure that an "f-bomb" is the sole reason for Notch wanting to not work with them anymore.
    Yogscast was invited as a special guest to MineCon and was even given their own panel. What I assumed, and what I believed that Mojang assumed when they invited them to a panel, was that they would speak for an hour (hour and a half?) about their Youtube videos, podcasts and the like. They would talk about their experiences, making videos, how they got so popular, etc. Instead, what we seemed to get was an hour of them showing videos of popular builds done using Minecraft. A whole team was up on stage and it seemed only Simon/Lewis spoke.
    In addition, the entire team acted like a group of self-entitled pricks the entire weekend. I worked as one of the volunteer staff that weekend and they demanded to be let in to the Scrolls/Cobalt play test area before the rest of the crowd was. We allowed them to enter for 5 minutes, as we were trying to keep to a schedule, but they created a big stink when they were asked to leave so the people who paid good money to come to MineCon could play the games too. They acted like they were the Kings of Minecraft simply because they are minor celebrities in the Youtube world.
    Adding on to that, they offered to sign things for fans, in the same vein as Mojang did on Friday night. Mojang was highly classy. They talked to fans, signed whatever they wanted, and all of them, despite being exhausted, were always friendly to whatever fan wanted a word with them, even if it was just to send them away. They even signed more for the ones that were cut off in line Friday night on Saturday. Yogscast, on the other hand, passed out tickets to people who wanted an autograph during their own panel! When fans complained that they couldn't get an autograph, their response was along the lines of, "True fans would have skipped the panel to get the autograph."
    Finally, on a more personal experience. My friends and I entered the main hall right after the Yogscast panel to get good seats for the closing ceremony. The Styrofoam sign that said "Yogscast" that was slapped over the "Activate Minecraft" sign on the lever on stage during their panel was being removed by the stage manager after their panel, presumably to be thrown away. My friend wanted the sign as a keepsake from MineCon, and the sign was given to her. After the closing ceremony, one of their members hunted us down to get back this sign. She used to be a huge Yogscast fan, but this experience has soured her.
    In Short: The Yogscast team didn't appreciate the gesture that was given to them to be invited as a special panel to MineCon and they treated it with almost indifference. They acted like it was Mojang that should be appreciative of them gracing MineCon with their presence.
    Notch may have blamed the fallout between Mojang and Yogscast on an "f-bomb" in front of kids, but I think it was more than just that. I think that Yogscast wasn't what they were hoping they would be. Mojang should probably have reviewed what Yogscast was going to be like more than they did, but MineCon had many issues like that. It wasn't perfect, and it was a bit sloppy, but I don't think Mojang should suffer all the blame for issues with Yogscast.
    Just my two cents.
    "


    This deffinetely does NOT belong here.
    Thanks for the info though, I needed it.
    Posted in: 1.0 Update Discussion
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