• 0

    posted a message on [Beta] Mustard Craft - Mustard Mania! Cover your self in it, explore it, and craft it!

    Hello and welcome to the Mustard Craft forum post! This post will show you everything you need to know about my new mod, called Mustard Craft!
    Mustard Craft is a mod that features a new dimension, mobs, items, blocks and more. Mustard Craft is 100% Server/LAN compatible and will continue to always be. Now let's go over the basics:

    Objective:
    -To craft the best things you can with mustard related items.
    -To get to the Mustard Dimension.
    -To get rich with mustard.

    Starting Out:

    When you enter a new world, the first thing you need to do related to mustard craft is to find a mustard tree. They generally look like this:





    They also generate in the mustard forest biome, which is found in the Mustard Dimension


    When you find a mustard tree, make sure to collect all of it's resources, as you will need them. Try to find at least 2-3 mustard tress before you start crafting things.

    Mustard Leaves (the leaves on mustard trees) drop mustard residue and mustard seeds. Also be sure to collect the logs for crafting as well. Now, you will have to craft plastic. Recipe: - You can use this in a mustard processor to receive 3 plastic. It can also be crafted on any row in the crafting grid. Now once you have mustard residue, mustard logs, mustard seeds, and plastic, you can continue by reading about the mustard processor. *By this time you want to have at least 6-12 plastic, 10-20 mustard seeds, 6-15 mustard logs(after getting plastic), and some residue.
    The Mustard Processor:
    Recipe: Ingredients: 4 Cobblestone, 4 Plastic, and 1 Mustard Log The Mustard Processor is a piece of machinery that is used to craft many things in mustard craft. *If you have NEI installed, you can view recipes that are used by the mustard processor can be viewed when pressing 'r' over that item. The mustard processor looks like this in it's gui: The three slots are where the ingredients go. The arrow represents the time processed and the slot to the right of the arrow is the output. You will realize a shape next to the far left slot. This represents whether this processor is hooked up to redstone or not. IN ORDER FOR THE PROCESSOR TO WORK YOU NEED TO HAVE IT HOOKED UP TO REDSTONE! The most easiest approach at this is to simply hook a lever up to it. This is great if you have not found redstone yet. Below is a simple setup of a mustard processor: Now that you have your Mustard Processor set up, let's continue. Now it's time to get to the mustard dimension!
    The Mustard Dimension:

    Getting to the Mustard Dimension: Now that you have gotten a mustard processor, its time to start using it. You are going to craft at least 12 mustard portal blocks, with this mustard processor recipe: After you receive these mustard portal blocks, now place them down like a nether portal. To light it you will need to place a mustard log in it. The lit portal will look like this:
    Terrain Gen / Features: The mustard dimension has multiple biomes within it. Currently there are only two biomes: The Mustard Forest: And the Mustard Plateau: There is currently one generating structure: The Mustard House. They look like this: If the difficulty is on easy, mustard survivors will spawn in them. (Mobs are discussed in a different spoiler). One more thing, lakes and oceans are replaced with grease, when ever you or a mob is in grease, you will be given slowness. If your lucky, you can find a lake filled with with liquid mustard. (There is currently no way to get liquid mustard from the ground and back into your inventory)
    Farming / Agriculture:

    To farm mustard: Just simply right click on mustard grass or dirt with a hoe and place mustard seeds on the farmland. Mustard crops look like this:

    Please take note: Mustard will not grow faster by water.

    Fully Grown mustard crops will give you raw mustard.

    Liquified Mustard / Mustard Bottles:

    Liquefied Mustard:


    Uses:

    -It's main use is for crafting other things like mustard ingots and filing up mustard bottles.

    -If you right click liquefied mustard on the ground or try to place it like a block, it will set down a liquid (liquid mustard). Liquid mustard will give any player or mob standing in it a random potion!



    Crafting:


    Machine: Mustard Processor
    Ingredients: -2 raw mustard and one milk bucket. *It will give you your bucket back.



    Full/Empty Mustard Bottle:

    Empty Mustard Bottle Recipe: (Mustard Processor Recipe)
    Ingredients: two glass bottles, and one plastic gets you two empty mustard bottles. Filled Mustard Bottle Recipe: (Shapeless) Use: Can Drink it up to 8 times before getting an empty mustard bottle. Will give you a random set of potions!
    Mustard Ingot / Uses:
    Mustard Ingot: -Recipe : (Mustard Processor) Used for crafting. With the mustard ingot you can make armor and tools with sticks. The armor and tool sets are in between iron and diamonds. You can also make a mustard chest like this - (Shaped Crafting)
    Just remember there is more to come and more goodies in game!

    Downloads:

    Minecraft Forge 10.13.0.1179 or higher is required. Get it at http://files.minecraftforge.net

    Credits: FinalKill9175 - coder, textures, bounty_hunter_85 - textures, mustardaholic29 - ideas, older textures

    Download Here (Latest) Beta-v1.0: https://dl-web.dropbox.com/get/Mustard%20Craft-1.7.10-Beta%20v1.0.jar?_subject_uid=163961144&w=AAD-psR0mKHQ_JaUcHWGQNK8SRxO5bA6IB4z1NlSs5CGGQ&dl=1 To install: Get the forge installer and install minecraft forge. Go to %appdata% and find or make a folder called mods. Put the mod into the mods folder and restart/start the game.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge][Detailed] How to add Blocks and Items!
    Quote from Geforce

    If you're using Eclipse, it should let you import all the necessary classes just by hovering over the error and clicking the little ''import'' button that appears in the little drop-down box.

    You could even do control+shift+o to automatically import everything that needs to be imported :D
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.7.2][Forge]Lang file problem, onCrafting player event problem
    I had this same problem, instead of using
    MinecraftForge.EVENT_BUS.register(craftHandler);
    use
    FMLCommonHandler.instance().bus().register(craftHandler);
    to regiter the handler
    Posted in: Modification Development
  • 0

    posted a message on [1.7.2][Forge] Custom Chest Problem - Some slots eject item into world!
    Hello World,


    I would like to address a problem with my custom chest I've been making for minecraft forge, on minecraft .1.7.2


    1. The one and ONLY problem:

    In the hot-bar slots of my inventory,

    Hot-Bar Slots(for those who can't comprehend text):


    ...when ever I click on any Item here...
    it just removes an item from the itemstack and spawns a new entity item.
    I honest to god don't know what's causing this.

    Video:



    Code:

    package com.FinalKill.special_armor.block;
    
    import java.util.Random;
    
    import com.FinalKill.special_armor.Main;
    import com.FinalKill.special_armor.tile.TileEntityInfusedIronChest;
    import com.FinalKill.special_armor.tile.TileEntityMaterialInfuser;
    
    import cpw.mods.fml.common.network.internal.FMLNetworkHandler;
    import net.minecraft.block.Block;
    import net.minecraft.block.BlockContainer;
    import net.minecraft.block.material.Material;
    import net.minecraft.entity.item.EntityItem;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.item.ItemStack;
    import net.minecraft.nbt.NBTTagCompound;
    import net.minecraft.tileentity.TileEntity;
    import net.minecraft.world.World;
    
    public class BlockInfusedIronChest extends BlockContainer {
    
    public BlockInfusedIronChest() {
    super(Material.iron);
    
    this.setStepSound(soundTypeMetal);
    this.setHardness(7.0F);
    this.setResistance(1000);
    
    }
    
    @Override
    public TileEntity createNewTileEntity(World var1, int var2) {
    
    return new TileEntityInfusedIronChest();
    }
    
    public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int side, float hitX, float hitY, float hitZ){
    if(world.isRemote||player.isSneaking()){
    
    return false;
    }
    else{
    FMLNetworkHandler.openGui(player, Main.instance, Main.guiInfusedIronChest, world, x, y, z);
    return true;
    }
    
    
    
    }
    
    public void onBlockAdded(World p_149726_1_, int p_149726_2_, int p_149726_3_, int p_149726_4_)
    {
    super.onBlockAdded(p_149726_1_, p_149726_2_, p_149726_3_, p_149726_4_);
    this.func_149930_e(p_149726_1_, p_149726_2_, p_149726_3_, p_149726_4_);
    }
    
    private void func_149930_e(World p_149930_1_, int p_149930_2_, int p_149930_3_, int p_149930_4_)
    {
    if (!p_149930_1_.isRemote)
    {
    Block var5 = p_149930_1_.getBlock(p_149930_2_, p_149930_3_, p_149930_4_ - 1);
    Block var6 = p_149930_1_.getBlock(p_149930_2_, p_149930_3_, p_149930_4_ + 1);
    Block var7 = p_149930_1_.getBlock(p_149930_2_ - 1, p_149930_3_, p_149930_4_);
    Block var8 = p_149930_1_.getBlock(p_149930_2_ + 1, p_149930_3_, p_149930_4_);
    byte var9 = 3;
    
    if (var5.func_149730_j() && !var6.func_149730_j())
    {
    var9 = 3;
    }
    
    if (var6.func_149730_j() && !var5.func_149730_j())
    {
    var9 = 2;
    }
    
    if (var7.func_149730_j() && !var8.func_149730_j())
    {
    var9 = 5;
    }
    
    if (var8.func_149730_j() && !var7.func_149730_j())
    {
    var9 = 4;
    }
    
    p_149930_1_.setBlockMetadataWithNotify(p_149930_2_, p_149930_3_, p_149930_4_, var9, 2);
    }
    }
    public void breakBlock(World p_149749_1_, int p_149749_2_, int p_149749_3_, int p_149749_4_, Block p_149749_5_, int p_149749_6_)
    {
    
    TileEntityInfusedIronChest var7 = (TileEntityInfusedIronChest)p_149749_1_.getTileEntity(p_149749_2_, p_149749_3_, p_149749_4_);
    
    Random random = new Random();
    
    if (var7 != null)
    {
    for (int var8 = 0; var8 < var7.getSizeInventory(); ++var8)
    {
    ItemStack var9 = var7.getStackInSlot(var8);
    
    if (var9 != null)
    {
    float var10 = random.nextFloat() * 0.8F + 0.1F;
    float var11 = random.nextFloat() * 0.8F + 0.1F;
    float var12 = random.nextFloat() * 0.8F + 0.1F;
    
    while (var9.stackSize > 0)
    {
    int var13 = random.nextInt(21) + 10;
    
    if (var13 > var9.stackSize)
    {
    var13 = var9.stackSize;
    }
    
    var9.stackSize -= var13;
    EntityItem var14 = new EntityItem(p_149749_1_, (double)((float)p_149749_2_ + var10), (double)((float)p_149749_3_ + var11), (double)((float)p_149749_4_ + var12), new ItemStack(var9.getItem(), var13, var9.getItemDamage()));
    
    if (var9.hasTagCompound())
    {
    var14.getEntityItem().setTagCompound((NBTTagCompound)var9.getTagCompound().copy());
    }
    
    float var15 = 0.05F;
    var14.motionX = (double)((float)random.nextGaussian() * var15);
    var14.motionY = (double)((float)random.nextGaussian() * var15 + 0.2F);
    var14.motionZ = (double)((float)random.nextGaussian() * var15);
    p_149749_1_.spawnEntityInWorld(var14);
    }
    }
    }
    
    p_149749_1_.func_147453_f(p_149749_2_, p_149749_3_, p_149749_4_, p_149749_5_);
    }
    
    
    super.breakBlock(p_149749_1_, p_149749_2_, p_149749_3_, p_149749_4_, p_149749_5_, p_149749_6_);
    }
    
    }





    package com.FinalKill.special_armor.tile;
    
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.inventory.IInventory;
    import net.minecraft.inventory.ISidedInventory;
    import net.minecraft.item.ItemStack;
    import net.minecraft.nbt.NBTTagCompound;
    import net.minecraft.nbt.NBTTagList;
    import net.minecraft.tileentity.TileEntity;
    
    public class TileEntityInfusedIronChest extends TileEntity implements ISidedInventory {
    
    private ItemStack[] inv;
    
    public TileEntityInfusedIronChest(){
    inv = new ItemStack[36];
    }
    
    @Override
    public int getSizeInventory() {
    return inv.length;
    }
    
    @Override
    public ItemStack getStackInSlot(int slot) {
    return inv[slot];
    }
    
    @Override
    public void setInventorySlotContents(int slot, ItemStack stack) {
    inv[slot] = stack;
    if (stack != null && stack.stackSize > getInventoryStackLimit()) {
    stack.stackSize = getInventoryStackLimit();
    }
    }
    
    /** @Override
    public ItemStack decrStackSize(int slot, int amt) {
    ItemStack stack = getStackInSlot(slot);
    if (stack != null) {
    if (stack.stackSize <= amt) {
    setInventorySlotContents(slot, null);
    } else {
    stack = stack.splitStack(amt);
    if (stack.stackSize == 0) {
    setInventorySlotContents(slot, null);
    }
    }
    }
    return stack;
    }
    */
    public ItemStack decrStackSize(int i, int j)
    {
    if (inv[i] != null)
    {
    if (inv[i].stackSize <= j)
    {
    ItemStack itemstack = inv[i];
    inv[i] = null;
    return itemstack;
    }
    ItemStack itemstack1 = inv[i].splitStack(j);
    if (inv[i].stackSize == 0)
    {
    inv[i] = null;
    }
    return itemstack1;
    }
    else
    {
    return null;
    }
    }
    
    @Override
    public ItemStack getStackInSlotOnClosing(int slot) {
    ItemStack stack = getStackInSlot(slot);
    if (stack != null) {
    setInventorySlotContents(slot, null);
    }
    return stack;
    }
    
    @Override
    public int getInventoryStackLimit() {
    return 64;
    }
    
    @Override
    public boolean isUseableByPlayer(EntityPlayer player) {
    return worldObj.getTileEntity(xCoord, yCoord, zCoord) == this &&
    player.getDistanceSq(xCoord + 0.5, yCoord + 0.5, zCoord + 0.5) < 64;
    }
    
    
    
    @Override
    public void readFromNBT(NBTTagCompound tagCompound) {
    super.readFromNBT(tagCompound);
    
    NBTTagList tagList = tagCompound.getTagList("Inventory", 10);
    for (int i = 0; i < tagList.tagCount(); i++) {
    NBTTagCompound tag = (NBTTagCompound) tagList.getCompoundTagAt(i);
    byte slot = tag.getByte("Slot");
    if (slot >= 0 && slot < inv.length) {
    inv[slot] = ItemStack.loadItemStackFromNBT(tag);
    }
    }
    }
    
    @Override
    public void writeToNBT(NBTTagCompound tagCompound) {
    super.writeToNBT(tagCompound);
    
    NBTTagList itemList = new NBTTagList();
    for (int i = 0; i < inv.length; i++) {
    ItemStack stack = inv[i];
    if (stack != null) {
    NBTTagCompound tag = new NBTTagCompound();
    tag.setByte("Slot", (byte) i);
    stack.writeToNBT(tag);
    itemList.appendTag(tag);
    }
    }
    tagCompound.setTag("Inventory", itemList);
    }
    
    
    @Override
    public void closeInventory() {
    // TODO Auto-generated method stub
    
    }
    
    @Override
    public String getInventoryName() {
    
    return null;
    }
    
    @Override
    public boolean hasCustomInventoryName() {
    // TODO Auto-generated method stub
    return false;
    }
    
    @Override
    public boolean isItemValidForSlot(int var1, ItemStack var2) {
    // TODO Auto-generated method stub
    return false;
    }
    
    @Override
    public void openInventory() {
    // TODO Auto-generated method stub
    
    }
    
    @Override
    public boolean canExtractItem(int arg0, ItemStack arg1, int arg2) {
    // TODO Auto-generated method stub
    return false;
    }
    
    @Override
    public boolean canInsertItem(int var1, ItemStack var2, int var3) {
    // TODO Auto-generated method stub
    return false;
    }
    
    @Override
    public int[] getAccessibleSlotsFromSide(int var1) {
    // TODO Auto-generated method stub
    return null;
    }
    }



    package com.FinalKill.special_armor.gui;
    
    import com.FinalKill.special_armor.Main;
    import com.FinalKill.special_armor.tile.TileEntityInfusedIronChest;
    import com.FinalKill.special_armor.tile.TileEntityMaterialInfuser;
    
    import net.minecraft.client.Minecraft;
    import net.minecraft.client.gui.inventory.GuiContainer;
    import net.minecraft.client.resources.I18n;
    import net.minecraft.entity.player.InventoryPlayer;
    import net.minecraft.inventory.Container;
    import net.minecraft.util.ResourceLocation;
    
    public class GuiInfusedIronChest extends GuiContainer{
    
    
    protected static final ResourceLocation texture = new ResourceLocation(Main.MODID.toLowerCase(), "textures/gui/infusedIronChest.png");
    private static final int xSize = 176;
    private static final int ySize = 187;
    
    public GuiInfusedIronChest(InventoryPlayer inventoryPlayer, TileEntityInfusedIronChest tileEntity) {
    super(new ContainerInfusedIronChest(inventoryPlayer, tileEntity));
    
    }
    
    @Override
    protected void drawGuiContainerBackgroundLayer(float var1, int var2,
    int var3) {
    
    Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
    this.drawTexturedModalRect(guiLeft, guiTop, 0, 0, xSize, ySize);
    
    
    }
    
    @Override
    public void drawGuiContainerForegroundLayer(int par1, int par2)
    {
    this.fontRendererObj.drawString("Infused Iron Chest", guiLeft / 2 - this.fontRendererObj.getStringWidth("Infused Iron Chest") / 2 - 7, 8, 4210752);
    this.fontRendererObj.drawString(I18n.format("container.inventory", new Object[0]), 8, guiTop + 57, 4210752);
    
    }
    
    }



    package com.FinalKill.special_armor.gui;
    
    import com.FinalKill.special_armor.tile.TileEntityInfusedIronChest;
    
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.entity.player.InventoryPlayer;
    import net.minecraft.inventory.Container;
    import net.minecraft.inventory.Slot;
    import net.minecraft.item.ItemStack;
    
    public class ContainerInfusedIronChest extends Container {
    public ContainerInfusedIronChest(InventoryPlayer player, TileEntityInfusedIronChest tileentity){
    
    
    
    for(int i = 0; i<4; i++){
    
    for(int j = 0; j<9; j++){
    
    this.addSlotToContainer(new Slot(tileentity, j+i*9, 8+j*18, 22+i*18));
    }
    
    
    }
    
    
    
    
    for(int i = 0; i < 9; i++){
    
    this.addSlotToContainer(new Slot(player, i, 8 + i*18 ,163));
    }
    for(int i = 0; i<3; i++){
    
    for(int j = 0; j<9; j++){
    
    this.addSlotToContainer(new Slot(player,9+j+i*9, 8+j*18, 105+i*18));
    
    }
    
    
    }
    
    
    
    
    
    
    
    }
    
    @Override
    public boolean canInteractWith(EntityPlayer var1) {
    
    return true;
    }
    
    
    /**
    @Override
    public ItemStack transferStackInSlot(EntityPlayer par1EntityPlayer, int par2)
    {
    ItemStack itemstack = null;
    Slot slot = (Slot)inventorySlots.get(par2);
    if (slot != null && slot.getHasStack())
    {
    ItemStack itemstack1 = slot.getStack();
    itemstack = itemstack1.copy();
    if (par2 == 2)
    {
    if (!mergeItemStack(itemstack1, 0, 39, true))
    {
    return null;
    }
    }
    else if (par2 >= 3 && par2 < 30)
    {
    if (!mergeItemStack(itemstack1, 30, 39, false))
    {
    return null;
    }
    }
    else if (par2 >= 30 && par2 < 39)
    {
    if (!mergeItemStack(itemstack1, 3, 30, false))
    {
    return null;
    }
    }
    else if (!mergeItemStack(itemstack1, 3, 39, false))
    {
    return null;
    }
    if (itemstack1.stackSize == 0)
    {
    slot.putStack(null);
    }
    else
    {
    slot.onSlotChanged();
    }
    if (itemstack1.stackSize != itemstack.stackSize)
    {
    slot.onPickupFromSlot(par1EntityPlayer, itemstack1);
    }
    else
    {
    return null;
    }
    }
    return itemstack;
    }
    
    */
    
    // Called when a player shift-clicks on a slot. You must override this or you will crash when someone does that.
    
    @Override
    public ItemStack transferStackInSlot(EntityPlayer par1EntityPlayer, int par2)
    {
    ItemStack itemstack = null;
    Slot slot = (Slot)inventorySlots.get(par2);
    if (slot != null && slot.getHasStack())
    {
    ItemStack itemstack1 = slot.getStack();
    itemstack = itemstack1.copy();
    if (par2 == 2)
    {
    if (!mergeItemStack(itemstack1, 0, 39, true))
    {
    return null;
    }
    }
    else if (par2 >= 3 && par2 < 30)
    {
    if (!mergeItemStack(itemstack1, 30, 39, false))
    {
    return null;
    }
    }
    else if (par2 >= 30 && par2 < 39)
    {
    if (!mergeItemStack(itemstack1, 3, 30, false))
    {
    return null;
    }
    }
    else if (!mergeItemStack(itemstack1, 3, 39, false))
    {
    return null;
    }
    if (itemstack1.stackSize == 0)
    {
    slot.putStack(null);
    }
    else
    {
    slot.onSlotChanged();
    }
    if (itemstack1.stackSize != itemstack.stackSize)
    {
    slot.onPickupFromSlot(par1EntityPlayer, itemstack1);
    }
    else
    {
    return null;
    }
    }
    return itemstack;
    }
    
    }


    package com.FinalKill.special_armor;
    
    import com.FinalKill.special_armor.gui.ContainerInfusedIronChest;
    import com.FinalKill.special_armor.gui.ContainerMaterialInfuser;
    import com.FinalKill.special_armor.gui.GuiInfusedIronChest;
    import com.FinalKill.special_armor.gui.GuiMaterialInfuser;
    import com.FinalKill.special_armor.tile.TileEntityInfusedIronChest;
    import com.FinalKill.special_armor.tile.TileEntityMaterialInfuser;
    
    import net.minecraft.block.Block;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.tileentity.TileEntity;
    import net.minecraft.world.World;
    import cpw.mods.fml.common.network.IGuiHandler;
    
    public class FinalKillGuiHandler implements IGuiHandler {
    
    @Override
    public Object getClientGuiElement(int ID, EntityPlayer player, World world,
    int x, int y, int z) {
    TileEntity tileentity = world.getTileEntity(x, y, z);
    System.out.println(tileentity);
    switch(ID){
    
    case Main.guiIDMaterialInfuser:
    if(tileentity instanceof TileEntityMaterialInfuser){
    
    return new GuiMaterialInfuser(player.inventory, (TileEntityMaterialInfuser)tileentity);
    }
    case Main.guiInfusedIronChest:
    
    
    if(tileentity instanceof TileEntityInfusedIronChest){
    return new GuiInfusedIronChest(player.inventory, (TileEntityInfusedIronChest)tileentity);
    
    }
    }
    
    
    
    return null;
    
    
    }
    
    @Override
    public Object getServerGuiElement(int ID, EntityPlayer player, World world,
    int x, int y, int z) {
    TileEntity tileentity = world.getTileEntity(x, y, z);
    
    System.out.println(tileentity);
    switch(ID){
    
    case Main.guiIDMaterialInfuser:
    if(tileentity instanceof TileEntityMaterialInfuser){
    
    return new ContainerMaterialInfuser(player.inventory, (TileEntityMaterialInfuser)tileentity);
    }
    case Main.guiInfusedIronChest:
    
    
    if(tileentity instanceof TileEntityInfusedIronChest){
    return new ContainerInfusedIronChest(player.inventory, (TileEntityInfusedIronChest)tileentity);
    
    }
    }
    
    return null;
    }
    
    }



    If anyone could help that would be great! Thanks!
    Posted in: Modification Development
  • 0

    posted a message on Hacks
    Exactly. Dude don't hack, get better or give up. People like me cant stand people like you.
    +1 for you BrianHernando
    Posted in: Minecraft Tools
  • 0

    posted a message on Minecraft Backup Tool (MC Backup Tool) by FinalKill9175
    Minecraft Backup Tool for Any Version of Minecraft MAC OSX COMPATIBLE!The Story:One day I had dropped my laptop, and of course, the hard drive had to break. I had lost all of my minecraft data and other things. This had led me to create my very own minecraft backup tool in java.


    This program is for Windows / Mac / LinuxIt also backs-up minecraft directories on flash drives and other devices too!So, you can pretty much put your minecraft stuff on a whole other PC!

    :D





    The official minecraft backup tool is very easy to use and has a clean UI that I had developed.The UI:Take Note:-The Dialogs Open with a Different Color Background Every Time.-There are currently no animations.



    How to Backup / Restore Your Minecraft


    1. Select a Minecraft Directory.To do so, either use the default minecraft directory generated by the launcher OR use one from technic or ftb if you wish. TAKE NOTE: If the Directory is minecraft 1.5 or earlier, TEXTURE PACKS ARE NOT ABLE TO BE BACKED UP, due to the resource pack update.



    2. Select a Minecraft Restore Point.This is the folder that all of the restored minecraft files will be sent to. When the user wants to recover his/her minecraft, they select the same folder to restore back to minecraft.








    3. Choose what you'd like to backup.Simply select which of the minecraft resources you would like to have backed- up / restored.Take Note: Saves will always be checked off. This provides at least one folder to be backed up.








    4. Select the mode of which the program is in. -> Backup Mode will backup the requested files to the restore directory. -> Recover Mode will restore the files from the restore directory to minecraft.



    5. Go right ahead and press start.
    v1.0+First Release+Enjoy!




    Planned Features:


    - Add animations to the UI.
    - Possibly More - taking requests.


    Downloads:

    TAKE NOTE: This program does require internet to be used. It downloads font resource from the internet and applies them in the startup process.

    Current Version (v1.0):
    Windows: https://dl.dropboxus...9PzXB-W2JAAnhPw
    Mac / Linux: https://dl.dropboxus...dF-j_FiE80h1TKQ
    Thanks if you download!
    Posted in: Minecraft Tools
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    posted a message on [1.7.2]SoBiohazardous's Forge Keybinding Tutorial
    How would I make it so it does something when I am wearing my special armor?
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.5.2][SP/SMP/LAN] Blocks+ Mod (BETA)
    Sorry about the slow updating time, ive been very buisy lately
    Posted in: Minecraft Mods
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    posted a message on [1.5.2 / 1.5.1 / 1.4.7 / 1.3.2] Creating Mods - Modloader/Forge ~SCMowns [Src & Video]
    Quote from DPwnzz

    package herp.herp; //Package directory


    /*
    * Basic importing
    */



    import net.minecraft.block.Block;
    import net.minecraft.item.EnumToolMaterial;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemFood;
    import net.minecraft.item.ItemStack;
    import net.minecraftforge.common.EnumHelper;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.Mod.Init;
    import cpw.mods.fml.common.event.FMLInitializationEvent;
    import cpw.mods.fml.common.network.NetworkMod;
    import cpw.mods.fml.common.registry.GameRegistry;
    import cpw.mods.fml.common.registry.LanguageRegistry;


    /*
    * Basic needed forge stuff
    */
    @Mod(modid="DPwnzz",name="My Test Mod",version="v1")
    @NetworkMod(clientSideRequired=true,serverSideRequired=false)



    public class DPwnzz {

    /*
    * ToolMaterial
    */


    //Telling forge that we are creating these


    import net.minecraft.block.Block;
    import cpw.mods.fml.common.registry.GameRegistry;
    import cpw.mods.fml.common.registry.LanguageRegistry;

    public static Block TopazBlock




    public static Item topaz}


    //Declaring Init
    @Init
    public void load(FMLInitializationEvent event){
    // define items/blocks

    TopazBlock= new TopazBlock(3608,"TopazBlock").setUnlocalizedName("Topaz Block").setHardness(2.0F).setStepSound(Block.soundMetalFootstep).setResistance(10.0F);
    GameRegistry.registerBlock(TopazBlock, "TopazBlock");
    LanguageRegistry.addName(TopazBlock, "Topaz Block");

    topaz = new GemItems(2013).setUnlocalizedName("Topaz");


    //adding names


    LanguageRegistry.addName(topaz, "Topaz Gem");


    //crafting



    }




    What Am i Doing Wrong here every other class has no errors but my main one which is this one?The Error is aroung the FMLInitinialization and the mod id name and version? thanks for the help im slowly learning java lol


    FINALKILL'S CODE HELPER

    PROBLEM:
    You put a } at the end of where you make a string for the topaz item.
    And You put the imports in the main class file brackets.
    Plus, You forgot to put a semi code at the end of the string for the TopazBlock.

    ERRORED CODE:

    public static Item Topaz}
    public static Block TopazBlock


    FIXED CODE:

    public static Item Topaz;
    (just put a semi colon instead)

    public static Block TopazBlock;
    (you needed a semi colon at the end)

    Move your imports so that they are with all the other imports.

    DESCRPTION:
    The reason why it said you had errors was because you put a semi colon to end the class file. So, that means all the code for the FML initialization event was errored because it was not inside of the brackets that mark the class file.

    And you put your imports in the wrong place.

    Plus, you forgot the semi colon at the end of one meathod.

    PASTEBIN LINK:

    none needed.

    Red marks the found errors in the given code.

    Purple marks a java method (i.e. public, static, final, etc.).
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.5.2][SP/SMP/LAN] Blocks+ Mod (BETA)
    Ok cool! Puls, I will try to update this mod to 1.6 ASAP and I am planning to release and update eventually, but I am struggling with updating my other mod. But other wise it will eventually be updated and thanks
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] [Forge] Sheenrox82's Forge 1.6.2 Texturing Tutorial - Blocks and Items.
    Quote from keegandeathman2

    Thanks, I'll try it

    EDIT;Thanks, I've made some progress, the console is throwing out that it cant load the textures, when before it didn't.
    Now how do i get the textures to be able to load?

    EDIT: I think i got it, my assets folder vanished :P
    annnnnnnnnnnnnnnnnnnnnnnnnd! didn't work. :(



    Same thing here... Im kinda getting ed about this stupid textures thing with 1.6.1
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.5.2 / 1.5.1 / 1.4.7 / 1.3.2] Creating Mods - Modloader/Forge ~SCMowns [Src & Video]
    Quote from Dragonbahn

    @EventHandler
    public void load(FMLInitializationEvent event){
    // define items
    chain = new ChainPiece(3001).setUnlocalizedName("chainpiece").func_111206_d("chainpiece");
    what did I do wrong(its an error at the func_bla)


    It doesnt work because the method is not public, its abstract
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.5.2] Super Tools
    Yea this mod is useful :)
    Posted in: Minecraft Mods
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