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    posted a message on [ModLoader]Zid's Tutorials - Not Just ModLoader[12/04/2011]
    Quote from MegaDude11

    Thank you, it worked. But then straight after when I recompiled I got 10 new errors with my recipes.
    ==ERRORS FOUND==
    src/minecraft/net/minecraft/src/mod_Crystal.java:41: cannot find symbol
    symbol :variable Character
    location: class net.minecraft.src.mod_Crystal
    ModLoader.AddRecipe(new ItemStack(mod_Crystal.crystal___, 1), new Object[] {"___", "___", "   ", Character.valueOf('X'), crystalItem, Character,valueOf('I'), metalRod});
    ^
    src/minecraft/net/minecraft/src/mod_Crystal.java:41: cannot find symbol
    symbol : method valueOf(char)
    location: class net.minecraft.src.mod_Crystal
    ModLoader.AddRecipe(new ItemStack(mod_Crystal.crystal___, 1), new Object[] {"___", "___", "   ", Character.valueOf('X'), crystalItem, Character,valueOf('I'), metalRod});
    ^
    10 errors
    ===============
    This is the errors I got for my Crystal toolset, 2 errors for each tool. I know you guys think I'm a massive java noob, but its true. I just started modding a few days ago!
    EDIT: Lol i just noticed my mistake. I did a ',' instead of a '.'


    Its fine, at least when you use mcp or the like when editing, minecraft, it doesn't give you the vague error messages when you are using the generic javac compiler.
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader]Zid's Tutorials - Not Just ModLoader[12/04/2011]
    Quote from MegaDude11

    Chewy - I already replaced the ; after GOLD with a comma. Anyway, here's my EnumToolMaterial.
    // Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
    // Jad home page: http://www.kpdus.com/jad.html
    // Decompiler options: packimports(3) braces deadcode 
    
    package net.minecraft.src;
    
    
    public enum EnumToolMaterial
    {
        WOOD("WOOD", 0, 0, 59, 2.0F, 0),
        STONE("STONE", 1, 1, 131, 4F, 1),
        IRON("IRON", 2, 2, 250, 6F, 2),
        EMERALD("EMERALD", 3, 3, 1561, 8F, 3),
        GOLD("GOLD", 4, 0, 32, 12F, 0),
        CRYSTAL("CRYSTAL", 5, 3, 2000, 10.0F 4);
    /*
        public static EnumToolMaterial[] values()
        {
            return (EnumToolMaterial[])field_21209_j.clone();
        }
    
        public static EnumToolMaterial valueOf(String s)
        {
            return (EnumToolMaterial)Enum.valueOf(net.minecraft.src.EnumToolMaterial.class, s);
        }
    */
        private EnumToolMaterial(String s, int i, int j, int k, float f, int l)
        {
    //        super(s, i);
            harvestLevel = j;
            maxUses = k;
            efficiencyOnProperMaterial = f;
            damageVsEntity = l;
        }
    
        public int getMaxUses()
        {
            return maxUses;
        }
    
        public float getEfficiencyOnProperMaterial()
        {
            return efficiencyOnProperMaterial;
        }
    
        public int getDamageVsEntity()
        {
            return damageVsEntity;
        }
    
        public int getHarvestLevel()
        {
            return harvestLevel;
        }
    /*
        public static final EnumToolMaterial WOOD;
        public static final EnumToolMaterial STONE;
        public static final EnumToolMaterial IRON;
        public static final EnumToolMaterial EMERALD;
        public static final EnumToolMaterial GOLD;
        public static final EnumToolMaterial CRYSTAL;
    */
        private final int harvestLevel;
        private final int maxUses;
        private final float efficiencyOnProperMaterial;
        private final int damageVsEntity;
        private static final EnumToolMaterial field_21209_j[]; /* synthetic field */
    
        static 
        {
    /*
            WOOD = new EnumToolMaterial("WOOD", 0, 0, 59, 2.0F, 0);
            STONE = new EnumToolMaterial("STONE", 1, 1, 131, 4F, 1);
            IRON = new EnumToolMaterial("IRON", 2, 2, 250, 6F, 2);
            EMERALD = new EnumToolMaterial("EMERALD", 3, 3, 1561, 8F, 3);
            GOLD = new EnumToolMaterial("GOLD", 4, 0, 32, 12F, 0);
    */
            field_21209_j = (new EnumToolMaterial[] {
                WOOD, STONE, IRON, EMERALD, GOLD
            });
        }
    }


    At:
    CRYSTAL("CRYSTAL", 5, 3, 2000, 10.0F 4);
    You forgot a comma after 10.0F
    Posted in: Tutorials
  • 0

    posted a message on [Creating Mods] [ModLoader] Slymask3's Modding Tutorials [28/07/2011]
    What about a small tutorial on how to change say the knockback range for say a custom mob.
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    @narutoall76:
    I do believe that may be some error having to do maybe putting the wrong blockId. Do you have a mod_*** file, where your new block is added to the game?
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    When you use the turbo model things, make sure you have the files downloaded to be able to use them.
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader]Zid's Tutorials - Not Just ModLoader[12/04/2011]
    Quote from MegaDude11

    Can you please help me, again? I got this error after I did your toolset tut.
    ==ERRORS FOUND==
    src\minecraft\net\minecraft\src\EnumToolMaterial.java:15: ')' expected
    CRYSTAL("CRYSTAL", 5, 3, 2000, 10.0F 4);
    ^
    src\minecraft\net\minecraft\src\EnumToolMaterial.java:15: ',', '}', or ';'
    expected CRYSTAL("CRYSTAL", 5, 3, 2000, 10.0F 4);
    ^
    2 errors
    =============


    I can't really tell the problem without the code, but based on my experience with java, you either:
    1. misplaced/forgot a semi colon
    2. misplaced a bracket
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader]Zid's Tutorials - Not Just ModLoader[12/04/2011]
    Quote from charsmud

    I looked up a flower guide, and it didnt have me set an id... Is that what is wrong?


    You usually set a block id..... I am not quite sure on how the flower is showing up without one....
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Usually the import java.util.*; should import all from the util class, but...
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    The textures for the mob can be in a folder outside of the actual mob folder, really you could just have one folder in the jar file that holds all your textures and the like, If you are using mcp, make sure you put all texture files mob or item in the bin/minecraft/ section of the mcp folder, as otherwise the textures won't be used.
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader]Zid's Tutorials - Not Just ModLoader[12/04/2011]
    Quote from charsmud

    I still get the same picture... Even after i added the override. Here is my code:
    package net.minecraft.src;
    import java.util.Random;
    public class mod_Flower extends BaseMod
    {
    	public mod_Flower()
    	{
    		ModLoader.RegisterBlock(blue);
    		blue.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/MoreFlowersMod/BlueFlower.png");
    		blueItem.iconIndex = ModLoader.addOverride("/gui/items.png", "/MoreFlowersMod/blueflowerItem.png");
    		ModLoader.AddName(blue, "Blue Flower");
    		ModLoader.AddName(blueItem, "Blue Flower");
    		ModLoader.AddRecipe(new ItemStack(blue, 1), new Object[] {
    			"x", Character.valueOf('x'), Block.dirt
    		});
    			ModLoader.AddRecipe(new ItemStack(Item.dyePowder,2, 4), new Object[] {
    				"y", Character.valueOf('y'), blue
    		
    		});
    	}
    	public void GenerateSurface(World var1, Random var2, int var3, int var4) 
       {
            int var5;
            int var6;
            int var7;
            int var8;
               for(var5 = 0; var5 < 1.75; ++var5) 
               {
                  var6 = var3 + var2.nextInt(16) + 8;
                  var7 = var2.nextInt(128);
                  var8 = var4 + var2.nextInt(16) + 8;
                  (new WorldGenFlowers(mod_Flower.blue.blockID)).generate(var1, var2, var6, var7, var8);
               }
        }
    
    	public String Version()
    	{
    		return "1.7.3";
    	}
    	public static final Item blueItem = new Item(2000).setItemName("blueflowerItem");
    	public static Block blue;
    	
    	static
    	{
    		blue = (new BlockFlower(150, 5)).setHardness(0.0F).setResistance(0.0F).setBlockName("blue");
    	}
    }

    The image blueflowerItem is 16X16 pixels, and in the same directory as my BlueFlower.png, which are in /bin/minecraft/MoreFlowersMod.


    When do you set the id of your block?
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader]Zid's Tutorials - Not Just ModLoader[12/04/2011]
    Quote from Togfan

    Are there no one that can help me?

    My coding is at page 61


    I can't be quite sure, as that is a lot of code, but it sounds like one of the for loops near the bottom goes out of bounds at some point.... May not be the best answer to the problem, but I would check the for loops going on near the bottom to see if any of them are causing the problem.
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader]Zid's Tutorials - Not Just ModLoader[12/04/2011]
    Quote from charsmud

    My (hopefully) final question:
    When i get a blueflower in my inventory, all that appears is a double-half block in my inventory. But when i place it, the blueflower still exists. My things are all called mod_Flower. How do i add an image to the flower in my inventory?


    Are you doing it the modloader way? If so are you overriding the image to use a different 16x16 one? Sounds like its using the main terrain file and setting the index at the location of the double half block spot.
    Posted in: Tutorials
  • 0

    posted a message on [WIP] TextureCraft
    Looks good so far, is it possible to have it allow a alternate selection of the terrain? Like one could be the normal import terrain.png, while the other could be to import 16 x 16 image files to use for a selected block?
    Posted in: Minecraft Tools
  • 0

    posted a message on [WIP] TextureCraft
    Quote from ModdedCraft

    I'm not saying I lack the ability to do it, it's more so that I'm too lazy to implement such a feature. I could look into it, but I'm not making any guarantees.


    Meh I wouldn't say it is important right now, its best to get everything else done for it then likely saving it for last or near last.

    And for a idea on what else to add, what about optional textures things for say mods and the like, like wildgrass/aether/etc.
    Posted in: Minecraft Tools
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from inlanoche

    On this, read my fist post. If you run the code from eclipse, you need to store it outside of the jar file.

    On another note, the GUI for my spawn block is now posted. Here's how it looks in action:


    Nice, good for doing a quick check on any mobs you may make. Guess I should make one too, as currently I just wait till nightfall....
    Posted in: Tutorials
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