Quote from DaBiggman
Soooo many kids think Notch is such a sweet, innocent developer who is being bullied here when it was HE who wanted to trademark the word "Scrolls" on ALL Media types.
He is in it for the money.
I don't suppose you have the paperwork to prove that oddly specific, incredibly bold statement?
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edit: Didn't do anything. Clearly the problem is bigger than this.
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Efficiency of programming is one of the things this thread will focus on. Utilizing variables that use the least amount of memory possible that still satisfy the variable's needs is a HUGE part of programming. It is also something that Mojang has spent very little time focussing on. I don't quite understand how a game where the average loaded ground area uses about six thousand polygons, and the players are only about 72 polygons, I think? and still lag like hell, due to graphics, regardless of the limitations of voxel based graphics.
The average video game character polygon count is upward of 20k, these days, and the average loaded map area, I don't know so much, but I'd guess somewhere between 30k and 200k polygons, depending (though it seems most map areas use a lot of "visual tricks" to make you think there's more detail than there actually is, moreso than characters do, so like I said, I couldn't say for sure).
Anyway, yeah, I get what you're saying. There's a lot of optimization to be done with this game. Lots of things that could be simplified, lots of things that could use smaller variables (like the ten billion integers that float around everywhere, even though the numbers they use don't even go that high...), so... I'll definitely be covering efficiency soon :tongue.gif:
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lol anyone capable of copying and pasting code is capable of learning java. They're just too lazy to bother learning.
I came into modding with NO java knowledge whatsoever, but I've spent a lot of time studying it, and seeking out resources for information on it. I just feel if we can get a decent influx of noobies who actually know some basic java, and have a good starting point for programming, we can actually get a significant enough modding community to finally convince Mojang that modders (the ones that actually KNOW how to code...) are the ones who actually supply the vast majority of content for Minecraft, and NOT them. As much as I love what they've done, and what they continue to do, one small (though highly skilled) team cannot keep up with an entire community of programmers.
Honestly, I don't think Minecraft would be nearly as big as it is today if it weren't for the modding community. Big, maybe, but not THIS big.
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I'm all for sharing code and methods of coding, to help each other out, but I'm totally against the idea that these people basically want something for nothing. Learning to program takes work. I'm sorry to say it, but it's fact. You can't make a mod without some knowledge of programming, and what these people are doing isn't making mods, they're following poorly put together instructions like sheep, and then bleating in distress when something goes wrong, relying on some passerby to act as a shepherd and guide them back in again...
If you're one of those 12 year olds who wants to learn to mod, I still support you. However, if you're getting into programming, you need to actually GET INTO IT, so if I get enough submissions to start putting up a guide repository for how things work in the minecraft code, it won't be in the form that anyone can simply cut and paste :tongue.gif: (though I may use links to bring you back to this page, for various definitions, so you can kinda piece it together yourself, with an example, as a real tutorial would do XD).
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First place I'd say you should look? Two files: BlockFurnace and TileEntityFurnace.
Blocks on their own are fairly limited in their functionality, and can't really retain any trans-session memory (ie. once you quit the game, pretty much everything about them, save for a few choice things, is forgotten). However, they are fully capable of carrying up to I think 7 bytes? of extra memory (in the form of "metadata").
HOWEVER, if you want to do something more complex, like the furnace, you'll need to make a TileEntity. What this does is essentially makes a block that has many of the functionalities and flexibilities of an entity.
Most of what you want/need to understand is in TileEntityFurnace. The block file mostly just controls the texture and then links the block itself to the TileEntity.
I take it you want to make it so there are two input slots for reagents, and a fuel input, and then one output for products?
Also, you'll probably have to do some fiddling around in your own (differently named) copy of GuiFurnace.
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Oh look... Another template writer who thinks they made a tutorial but is actually causing ybr modding community more harm than good because people learn NOTHING from copy/pasting someone else's code, and so when they run into the most basic of problems they come crying here with no idea what even to ask about... What passes for tutoring on this site disgusts me.
Absolutely the single simplest, most correct answer to this question. Thank you. At the end of the day, you NEED to learn some basic java in order to start a minecraft modding "career" (or hobby, if you would rather look at it that way :tongue.gif:)
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On second thought, there's a lot more to add, but still... Anyway, if anybody else viewing this notices something I've left out somewhere, feel free to let me know, and I'll see about putting it in there :tongue.gif:
Oh, and to all those who are looking for cookie-sheet templates (or what this site knows of as "tutorials," though there is a VERY distinct difference between tutorials and templates, ie: tutorials actually teach you what the f*** you're doing, and templates are basically just copy/paste code where all the reader has to do is replace maybe five variables with their own desired variables, and requires absolutely no understanding of what the hell they're even -doing-... it disgusts me that they're called tutorials here...), you will not learn ANYTHING from templates, or as mentioned before, what this site calls "tutorials," and thus I will not post those. Therefore, in stead of giving you a fish, forgiving the mildly cliche saying, I will teach you to fish, and I would like to believe that I am :smile.gif:
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If anybody here knew standard java notation, i, j, and k -are- standard integer variables... It's not like it's all that unreadable (at least that part...) just remember that notch made the "z" axis into the "y" axis (in actual 3D modeling, the z-axis is up and down, notch made that the y axis :tongue.gif:)
Before you tell me "BUT IT DOESNT SAY x, y, or z-axis!" They are coordinates. Logically, the first is x axis, second is y axis, and third is z axis :tongue.gif:
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It does not have its own class. It is controled between the various redstone powering/powered blocks, and their various requirements for receiving/transferring power.
There are also a few methods in the Block class that have some use in redstone logic, however I don't believe they do anything, as they are overridden in the various redstone-using block class files :tongue.gif:
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Also, the style will be in accordance with minecraft. That is to say, more "magic" and "fantasy" than sci-fi. However, if anyone here is familiar with the final fantasy series, which is basically the definition of sci-fi/fantasy, you might get a better idea of how we're trying to make the mod...
Sort of a magic-based feel, but... more sophisticated than cryptic.
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You meanoverride? Because if you overload it, literally nothing will happen when you right click with it :tongue.gif: Only the method as is, is called when you right click.
Also, this forum section is not for people who have no code to speak for them. Go to the tutorials section and look through those, and then actually try thinking a little about what you're doing, or better yet, look through some other people's code who have done similar things, since they all pretty much do the same thing :tongue.gif:
Getting really sick of people somehow assuming that a thread based around a "show me how to make..." question is somehow not "make this for me." Most of the "tutorials" on this forum aren't tutorials at all, but rather templates... if they were tutorials you'd actually learn something, and not just be told to copy/paste code...