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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    no it isnt for 1.3.2 nor 1.3.1, its for 1.2.5 D: i shall however start updating.

    Im modding 2 games at this very moment haha (Minecraft + Skyrim) so i shall take some time to upload some new tutorials! :D
    Also, im going to update the op soon to show a sneak peak at what ive been playing around with for a minecraft mod :D

    ~GCS
    Posted in: Tutorials
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    Quote from Riptide1999

    Well isnt that helpful...

    Sorry haha! :P
    I Keep forgetting to update that! *facepalm*
    Im currently working on other stuff, when i get back into mc i will update them!
    Posted in: Tutorials
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    I will be doing More Tutorials soon, im gunna update to 1.3.1 soon, then i will update the tutorials before making any more.
    Posted in: Tutorials
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    Quote from DynasDragon

    Awesome :D


    I cant seem to get the arrows to texture properly at the moment, so ive been releasing some code from the mod im working on, about entitys, i also now kinda have a rough understanding about animating, so ill upload an animating tutorial aswell :D
    Posted in: Tutorials
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    Quote from DynasDragon

    haha sounds good cant wait for your arrow and enchantment tutorial :D


    Yeah haha, im just fixing up the last texture error, and the arrow tutorial should be up!
    Posted in: Tutorials
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    Quote from DynasDragon

    Is it possible if you can make a dimension codding tutorial?

    Yeah i can, but i'm currently working on the Mob Animation tutorial, Gun tutorial, Arrow Tutorial and the Enchanted Armour + Weapons tutorial...

    After i have those done i might make it, but i'm planning on NOT USING ANY API's Im trying to make the whole Tutorial with just Modloader, AudioMod (If Required), Techne (Custom Mobs), and a Brain (Not Completely Required)

    I might later on Add in a Forge section, but not at the moment.
    Posted in: Tutorials
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    It is for version 1.2.5, and yes i will get started on the arrows tutorial, i already have an explosive arrow working :D
    These arrows will be setup differently though, and i am going to re-write all the mod_ because im coding differently now. Thankyouhh :D

    ALSO: i will upload some screen shots of my furnace thing, i am currently making a Tweak mod, it will add in furnaces, cloning machines, crafting tables, Etc. i might make a whole toolset for the stuff aswell.

    Im currently making my own RSPS, so i dont have full dedication to MC i need your help to decide on what to add in :D
    Posted in: Tutorials
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    Quote from midnattsregn

    Yes, I have! Grappling hook! That would be awesome :P

    ill start having a play around with some code, and i shall update it soon! ;D
    Posted in: Tutorials
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    Quote from midnattsregn

    Hey! The swapping of 1 and 0 works like a charm! Excellent! :D
    Now I have the "fuel" at the top, and the all-important, static dirt block at the bottom. Looks a hell of a lot nicer.
    Thank you!

    No problem!, i'm glad i could help! ;D

    anyone have any ideas for tutorials?
    Posted in: Tutorials
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    posted a message on Hey,would someone tell me the code to create Entity's,Blocks,Crafting Recipees,Items.
    You could go to the tutorials section, or click on my banner ;D
    Posted in: Modification Development
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    Quote from Builder4Free

    I like these Tutorials, I think there simple and easy to understand. You have a (+1) from me!

    Thanks! ;D
    Posted in: Tutorials
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    Quote from midnattsregn

    Thank you, I figured as much. But I would still want the different "burning" times. A flower would not "burn", and thus create as much fertilizer as say a block of leaves would. I was more thinking of keeping the slots properties, and only switch their places... I don't know if it's even possible!

    And yes, of course is a custom "furnace". With wooden panels ;)


    i think, your asking about the cycle times... 1 cycle = 1 item tranformed, for example 1 cycle of iron ore gives you 1 iron ingot. 1 cycle = 200, so for say if you want your flower to compost one item, you'd make it:
    int i = itemstack.getItem().shiftedIndex;
    				if (i == Block.FLOWER.blockID)
    				{
    								return 200; (200 = 1 cycle)
    				}

    BUT!, since you want the flowers to have different cycle times, your gunna have to make the flower leaves ETC, the fuels. it IS possible to swap the slots around, you would do that as following:

    1. open up your Container Compost (or whatever its called)
    2. find:
    public ContainerCompot(InventoryPlayer par1InventoryPlayer, TileEntityCompost par2TileEntityCompost)


    3. just below that you should see some line that look like this:
    addSlot(new Slot(par2TileEntityCompost, 0, 56, 17));
    addSlot(new Slot(par2TileEntityCompost, 1, 56, 53));

    4. replace them with this:
    addSlot(new Slot(par2TileEntityCompost, 1, 56, 17));
    addSlot(new Slot(par2TileEntityCompost, 0, 56, 53));


    what you have now done, is swap the positions around, the fuel now goes uptop, and the input goes bottom.
    now to make your flower take the same amount of time is leaves etc, make the flowers leaves etc fuel and change the cycles.
    (200 = 1 cycle, 400 = 2 cycles and so forth)

    Quote from Heatran543

    That would be much easier for beginner modders, thankyou


    Ill get started on it now, ill put preffered over my ones, then faster over your suggesteds ;D
    Posted in: Tutorials
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    posted a message on [Creating Mods] Miscellaneous Tutorials [01/13/12]
    Quote from bradog8

    my bow works but when i shoot a arrow it does not show up and the bow will change images . it cycles throw the 4 images how do i fix this

    Quote from Suskeyhose

    I am making a custom crossbow, and I tried the method for the bow animations, and only my 4th texture displays when I right-click, and when I shoot (after another right-click) it just displays the texture for the quiver. :(

    Every thing else works like a charm!

    Quote from AlexandreCOC

    Guys, I have a problem. When I shoot my bow,it goes through all textures and ends at the bow4 texture. I want it to change to the original bow texture. How do I do that?

    Quote from AlexandreCOC

    Can't make it work. Look:

    :DPANTS: - original :GPANTS: -1 :IPANTS: -2 :Iron: -3
    The order is
    :DPANTS: :GPANTS: :IPANTS: :Iron: :DPANTS:
    But I don't want the arrow to disappear.


    to fix your animation errors, all i did was move the if statement, and it's animation works perfectly.

     public void onUpdate(ItemStack itemstack, World world, Entity entity, int i, boolean flag)
            {
                    EntityPlayer entityplayer = (EntityPlayer)entity;
                    ItemStack itemstack1 = entityplayer.inventory.getCurrentItem();
                    if(entityplayer.isUsingItem() && itemstack1.itemID == mod_Fixeruperrer.LimestoneBow.shiftedIndex)
                    {
                            int k = itemstack.getMaxItemUseDuration() - entityplayer.getItemInUseCount();
                            if (k >= 18) {
                            iconIndex = mod_Fixeruperrer.LimestoneBow4;} else if(k > 13) {
                            iconIndex = mod_Fixeruperrer.LimestoneBow3;} else if(k > 0) {
                            iconIndex = mod_Fixeruperrer.LimestoneBow2;}
                    } else {
                    iconIndex = mod_Fixeruperrer.LimestoneBow1;}
            }


    just change the mod_ stuff to your mod_ and your good!, if this helped you, please head on over to my tutorials page, ;D

    http://www.minecraftforum.net/topic/1281244-17612-fullmetalscripting-new-crops-tut/
    Posted in: Tutorials
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    Quote from TheDataMiner

    Your trap-door tutorial is not working, I assume that you just copied the BlockTrapDoor class and pasted it onto here without even testing it. Here's the error:


    java.lang.Error: Unresolved compilation problem:
    The constructor AluminumTrapDoor(int, int) is undefined
    
    at net.minecraft.src.mod_Aluminum.<init>(mod_Aluminum.java:10)
    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:287)
    at net.minecraft.src.ModLoader.readFromClassPath(ModLoader.java:1279)
    at net.minecraft.src.ModLoader.init(ModLoader.java:849)
    at net.minecraft.src.ModLoader.addAllRenderers(ModLoader.java:157)
    at net.minecraft.src.RenderManager.<init>(RenderManager.java:85)
    at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:12)
    at net.minecraft.client.Minecraft.startGame(Minecraft.java:424)
    at net.minecraft.client.Minecraft.run(Minecraft.java:786)
    at java.lang.Thread.run(Unknown Source)


    Yes i did copy the code, but i edited part, then got the mod_ to work properly, it seems that you are missing the constructor in you BlockAluminumTrappDoor from reading this:
    The constructor AluminumTrapDoor(int, int) is undefined

    that means you might be missing this:
    public BlockAluminumTrapDoor(int i, int j, Material material)
    	{
    			super(i, Material.rock);
    			setStepSound(soundStoneFootstep);
    	}AluminumTrapDoor(int par1, Material par2Material)
    	{
    		super(par1, par2Material);
    		blockIndexInTexture = 84;
    
    		if (par2Material == Material.iron)
    		{
    			blockIndexInTexture++;
    		}
    
    		float f = 0.5F;
    		float f1 = 1.0F;
    		setBlockBounds(0.5F - f, 0.0F, 0.5F - f, 0.5F + f, f1, 0.5F + f);
    	}


    I think you may have not renamed one of them correctly, i have renamed them for you, just replace the other chunk of code between this:

    public class BlockAluminumTrapDoor extends Block
    {



    And This:

    public boolean isOpaqueCube()
    	{
    		return false;
    	}


    if you did that correctly it will work, also. are you using eclipse?, cus if you're not it would help greatly.
    Posted in: Tutorials
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    posted a message on [1, Aug, 2012] FullMetalScripting *NEW Entity Extensions!*
    Quote from midnattsregn

    Very good tutorial! I finally have some real "organic" output from my compost ;)
    Do you by any chance know if it is possible (in some easy way) to switch the positions of the input boxes in the furnace? In my case I have the different organic materials (weed, flowers, leaves) in the "fuel" slot and dirt in the "ore" slot in my compost. But it would be better to have the static element, dirt, to be in the fuel slot and the organic material in the top slot.

    If this is a custom furnace that is a very simple fix ;D, all you need to do, is play around with your ****Recipes, so it looks like this:
    addComposting(Item.FLOWER.shiftedIndex, new ItemStack(COMPOST));


    Then for the fuel, goto Tileentity**** change the fuel stuff so its like:
    private int getItemCompostTime(ItemStack itemstack)
    	{
    		if(itemstack == null)
    		{
    			return 0;
    		}
    		int i = itemstack.getItem().shiftedIndex;
    		if (i == Block.dirt.blockID)
    		{
    				return 400; (200 = 1 cycle)
    		}
    		else
    		{
    				return 0;
    		}
    	}


    however, if your just using the furnace, i know how to do that but come on thats not even a compost D:

    ALSO, if your just using the furnace im uploading a furnace + crafting table tutorial soon, so stay tuned ;D
    Posted in: Tutorials
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