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    posted a message on [1.5.2] FiniteLiquid v5.93
    Please, someone make this mod SMP compatible!!
    Posted in: Minecraft Mods
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    posted a message on Magno-blocks
    I had an idea for a magnetic block powered by redstone.

    The concept is similar to that of a railgun. The idea is you could make a line/path of magno-blocks and then place iron blocks on top of the magno-blocks. By powering the magno-blocks with redstone, it would then cause the iron blocks on the magno-blocks to travel down the path (along with anything sitting on the iron block). When the power is shut off, movement of the iron blocks stop.

    Magno-blocks could be used to make elevators, mass transport, draw bridges, portcullis, Star Trek doors, or any manner of devices that regular pistons couldn't handle.

    Suggested recipe for a magno-block could be a block of iron or an iron bar surrounded by a ring of redstone:

    :GP: :GP: :GP:
    :GP: :Iron: :GP:
    :GP: :GP: :GP:

    In addition, it think it would also be neat if the magno blocks showed power going through them in the direction the line moves the blocks, something like:

    :Grey: :Yellow: :Grey: :Grey: :Grey: :Grey: :Grey: :Grey: :Grey: :Grey:

    :Grey: :Grey: :Grey: :Yellow: :Grey: :Grey: :Grey: :Grey: :Grey: :Grey:

    :Grey: :Grey: :Grey: :Grey: :Grey: :Yellow: :Grey: :Grey: :Grey: :Grey:

    etc...
    Posted in: Requests / Ideas For Mods
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    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    Ok, so far I've worked through the first Block example. For the mod_Tutorial file, it needs the
       	 public String getVersion()
    		{
    				return "Tutorial Mod v1";
    		}
    		
    		public void load()
    		{
    		}


    added to the end of it for the file to work properly. Not sure if it was intentional for you to leave it off or not.

    As for the BlockTutorial.java file, it worked like a charm. There are a few places where the indentation is not even, leaving a potential for confusion.

    Speaking of charm, would you like me to throw together some tutorial textures for these? Then you can offer up a folder of png files to go with the tutorials, saving your followers the effort.

    reference link: http://www.minecraft...st__p__15292024


    Also a Question for you Muserae, why do you use just "public static Block/Item Name = Blah" rather than "public static final Block/Item Name = Blahblah" ?

    ==============================================

    Item tutorial complete. No errors of any sort.

    Since you use the same name "tutorial" for the item tutorial AND the block tutorial, they both cannot be combined in the same mod. If I may humbly suggest, perhaps you might consider changing it to "tutorialblock" in the block tutorial, and "tutorialitem" in the item one? You could then follow up the second one with a blurp to show how to include multiple blocks/items in the same mod.

    =============================================

    Final Edit: Flower Tutorial

    Complied fine, no errors. I would still suggest that "tutorial" name be changed to something else to allow the novice modder to include them all in the same mod without having to think for themselves.
    Posted in: Tutorials
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    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    I just figured this out myself. You may want to mention that the folder for new images needs to go inside the minecraft.jar. The path is "mcp/jars/bin/minecraft.jar". Then just drag and drop your folder of .pngs into it.
    Posted in: Tutorials
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    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    I eagerly await your update Muserae! Lemme know if you need anything tested. =D As far as topics go, I say do a new one, and link to the old one so people can see the Q's asked. I'd also recommend reserving several post spaces, so you can add all the tutorials to the beginning.
    Posted in: Tutorials
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    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    Hey DNORTH, After attempting to launch the startclient.bat, I am encountering a new error involving the png file for my new items. Did they change the method for overriding the textures?
    Posted in: Tutorials
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    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    Quote from DNORTH

    Simple fix, modloader changed the way it uses methods, so change AddRecipe to addRecipe, AddName to addName, and I think the last one is newitemCopperingot instead of newItemcopperingot


    That DID fix the first two errors. As for the third, I played with it for a bit, and it should be new ItemCopperingot, instead of newItemCopperingot. So there you go Muserae! Update the methods in your template and you'll be all set for the first few. I'll keep testing these later tonight.
    Posted in: Tutorials
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    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    -> Muserae

    Following your tutorials verbatium, I do not think they can be used anymore without some updating. I'm running into multiple "cannot find symbol symbol" errors for both new items and new blocks. Here is the error printout.

    == ERRORS FOUND ==
    src\minecraft\net\minecraft\src\mod_ElysOres.java:18: cannot find symbol
    symbol  : method AddName(net.minecraft.src.Item,java.lang.String)
    location: class net.minecraft.src.ModLoader
    						ModLoader.AddName(copperingot, "Copper Ingot");
    								 ^
    src\minecraft\net\minecraft\src\mod_ElysOres.java:32: cannot find symbol
    symbol  : method AddRecipe(net.minecraft.src.ItemStack,java.lang.Object[])
    location: class net.minecraft.src.ModLoader
    						ModLoader.AddRecipe(new ItemStack(copperingot, 1), new O
    bject[] {
    								 ^
    src\minecraft\net\minecraft\src\mod_ElysOres.java:45: cannot find symbol
    symbol  : method newItemCopperingot(int)
    location: class net.minecraft.src.mod_ElysOres
    						copperingot = (newItemCopperingot(1000)).setItemName("co
    pperingot");
    									   ^
    3 errors
    ==================

    I went over my typing several times and went so far as to copy paste your template, but I can't rectify them. I used a fresh install of MC with only Modloader installed.

    There is always the possibility of an incredibly stupid mistake on my part as well.
    Posted in: Tutorials
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    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    Teche isn't hard to figure out at all! The most difficult part to figure out for myself with it was that the lil spheres were the pivot points for movement. Didn't use a tutorial or anything. But, in hind sight, I'm sure there would have been a LOT less editting of the file if I had used one. Such as knowing that I need to move the skin offset so they don't ALL overlap =P. Unfortunately the newest version of Teche removed what little animation it provided, so I AM looking for a tutorial for how to animate a model once made.

    If you ever do get to mobs, I suggest a duck. That way you can use the chicken model with a new skin. A chicken that doesn't drown in water, there's a thought!

    Back to biomes, things I would like to know off the top of my head but haven't looked up yet: how to make particular plants spawn in new biomes, how to get particular mobs to spawn in the new biomes, and how to get new blocks to spawn in them.
    Posted in: Tutorials
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    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    Hey Muserae, I am glad to see you back in action. I too have been busy with other things, but the large biomes in the pre-release has me excited about MC again and so I have returned to attempt modding again.

    I will personally go through the tutorials over the holiday weekend to test them for you so you know what needs to be updated.

    Just off the cuff, I did notice that you don't yet have any mods concerning mobs yet. Perhaps that is a direction to go in if you are looking for more material to tutorial on. Or alternatively, a lengthy one on creating custom Biomes and how to spawn them in to world generation would be welcome as well.
    Posted in: Tutorials
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    posted a message on Need Help with Modding Vanilla Blocks
    Any other thoughts on this?
    Posted in: Modification Development
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    posted a message on Need Help with Modding Vanilla Blocks
    I'm working on a mod that adds new blocks to the game, and in addition I also want to add additional types of variations to tree bark graphics and add damage values to wood planks so I can make new colors of wood to come from the new wood blocks.

    However, I want to maximize the compatibility of my mod, and to me that means I need my mod to NOT edit the base vanilla blocks' java files. Anyone know how I can make a mod add/change a base block without editing their java files?
    Posted in: Modification Development
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    posted a message on [Suggestion] Mob Cage
    I thought it would be fantastic for a modder to create a mod for capturing various mobs for transportation purposes, rather than just killing them.

    To craft the trap, use 6 wood planks, 2 steel bars, and a piece of meat in the middle.

    :|: = steelbars

    :wood: :wood: :wood:
    :|: :Ham: :|:
    :wood: :wood: :wood:

    After setting the trap down on the ground, the player right-clicks it to activate it. Any mob within 16 blocks of it is attracted to it. Once the mob comes into contact with the trap, it springs close with the mob trapped inside. The trap drops to the ground and the player can then pick it up. The next time the player uses the trap, it opens and the mob comes out. Could be thrown like an egg, and be destroyed so the player has to build another to trap again. If the creator wants to avoid using new graphics, the mob spawner could possibly work as a graphic.

    I am suggesting this because I am building a zoo of all the mobs, and it's difficult to lure the aggressive mobs to their new homes without killing them or being killed.

    This type of thing would be useful if compatible with other mods that add new mobs as well, such as Mo' Creatures and the like.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.0.0]Robinton's Mods
    I just wanted to chime in with my support for your Cubic Chunk mod Robinton. I and some friends are looking to launch our own SMP server early next year and we are planning to build it around your mod! I'm very happy to see that you have included PTM into CC, and I'm waiting excitedly for you to release your 1.8.1 Server version so we can begin testing with it.
    Posted in: Minecraft Mods
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    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    Not to double post, but any hope of an update from you Mr Muserae?
    Posted in: Tutorials
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