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  • Helping_Turtle
  • Registered Member
  • Member for 8 years, 9 months, and 14 days
    Last active Sat, Nov, 17 2012 23:05:20
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  • View Helping_Turtle's Profile

    1

    Sep 23, 2012
    Helping_Turtle posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Moneyman93106

    One word NOT EPIC

    Way more epic than epic
    Posted in: Minecraft Mods
  • View Helping_Turtle's Profile

    1

    Sep 10, 2012
    Helping_Turtle posted a message on [W.I.P] Mario mod 1.3.2
    Some pics:










    Forgot to mention that this is Paper Mario.
    Posted in: WIP Mods
  • View Helping_Turtle's Profile

    1

    Jul 30, 2012
    Helping_Turtle posted a message on Ask Notch Anything, July 31st 2012
    I want another dimension like The Aether that would be cool if added in game.
    Posted in: Minecraft News
  • To post a comment, please login.
  • View Pavo_Reality's Profile

    134

    Apr 7, 2012
    Pavo_Reality posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!


    Are you tired of seeing the same old animals on your Minecrafting adventures? If so, this mod is for you!

    Welcome to Exotic Birds – a Minecraft mod that adds some amazing exotic birds to your world! If you’d love to see birds such as peacocks, parrots and hummingbirds, don’t hesitate to click the download button below!


    Download here: >> Exotic Birds CurseForge Page <<


    Past Versions
    [1.8] Exotic Birds 1.0.3B (Dropbox via AdFly)
    [1.8.9] Exotic Birds 1.0.3A (Dropbox via AdFly)
    [1.7.10] Exotic Birds 1.0.3B (Dropbox via AdFly)

    [1.8] Exotic Birds 1.0.0 (Dropbox via AdFly)
    [1.8] Exotic Birds 1.0.1 (Dropbox via AdFly)
    [1.8] Exotic Birds 1.0.2c (Dropbox via AdFly)
    [1.7.10] Exotic Birds 1.0.0a (Dropbox via AdFly)
    [1.7.10] Exotic Birds 1.0.1b (Dropbox via AdFly)
    [1.7.10] Exotic Birds 1.0.2c (Dropbox via AdFly)
    *Take note: This mod is not compatible with the very old versions of this mod (2+ years)*



    So what birds does this mod add?
    This mod adds the following:

    Cassowary


    Hearts: x 10

    Habitat: Forest, Birch Forest, Taiga, Savannah

    Tempted by: Apples.

    Can be bred? Yes.

    Information: A very large, protective mob. It is passive, but when attacked will become hostile. The babies look different to the parents.


    Duck


    Hearts: x 3

    Habitat: Rivers, Beaches

    Tempted by: Bread.

    Can be bred? Yes.

    Varieties: 2

    Information: A small bird found by rivers and beaches. It makes the well known 'quack'. The baby ducklings are yellow so you don't know if it's a duck or a drake until it grows up.


    Flamingo


    Hearts: x 6

    Habitat: ?

    Tempted by: Wheat seeds.

    Can be bred? Yes.

    Information: A fairly large pink bird. Can be found where there is water. They will stand on one leg to conserve body heat.


    Gouldian Finch


    Hearts: x 3

    Habitat: Jungles

    Tempted by: Wheat seeds.
    Varieties: 6

    Can be bred? Yes.

    Information: These small, colourful birds are found in jungles. They make quiet chirping sounds and prefer leaving on their own in the wild.


    Hummingbird


    Hearts: x 1

    Habitat: Plains, Forest, Birch Forest, Roofed Forest

    Tempted by: Sugar.
    Varieties: 5

    Can be bred? No.

    Information: These are very small, colourful birds that make a lot of noise. They hover around and flap their wings really fast. They can be attracted by holding sugar.


    Extra: Summon the different types by doing /summon exoticbirds.EB_Hummingbird ~ ~ ~ {Type:0-4}


    Kingfisher


    Hearts: x 3

    Can be bred? No.

    Habitat: Beach, River, Swampland
    Information: These are small, quiet birds that live around water. Occasionally they will swoop in, retrieve a fish and fly around with it in their mouth.


    Kiwi


    Hearts: x 2

    Habitat: Jungles, Forests

    Tempted by: Wheat seeds.

    Can be bred? Yes.

    Information: A very small bird. It lays the largest egg in relation to body size of any bird.


    Lyrebird


    Hearts: x 4

    Habitat: ?

    Tempted by: Wheat seeds.

    Varieties: 2
    Can be bred? Yes.

    Information: Very clever birds capable of mimicking animals. During the day they will copy sheep/cow/pig noises and at night they will start replicating zombie/skeleton/creeper noises. The males have orange tail feathers, whereas the females do not.


    Magpie


    Hearts: x 6

    Habitat: Forest, Birch Forest, Roofed Forest, Taiga

    Tempted by: Wheat seeds.
    Can be bred? Yes.
    Information: These are medium sized walking birds. Occasionally they will 'scavenge' and hold something in their mouth. You can retrieve this item by hitting them, but it will take a while for them to scavenge again, or be more kind and 'swap' the item using wheat seeds. You can hear them via the chatter they make.


    Extra: Summon a magpie holding something with /summon exoticbirds.EB_Magpie ~ ~ ~ {Equipment:[{id:clock}]}. This was coded to support ingots and compasses, so some items such as swords render incorrectly.


    Ostrich


    Hearts: x 11

    Habitat: Desert

    Tempted by: Apples.
    Can be bred? Yes.
    Information: These are enormous birds that can be found in dry biomes. They lay the largest egg of any other bird.


    Owl


    Hearts: x 6

    Habitat: Forests, Swamp

    Tempted by: Rotten Flesh.
    Varieties: 3
    Can be bred? Yes.
    Information: Owls are medium sized birds that will spawn in forests. They will normally only appear as individuals. They will fly away if attacked. Their eyes glow in the dark.


    Parrot


    Hearts: x 4 (untamed) or x 10 (tamed)

    Habitat: Jungle, Forest, Birch Forest

    Tempted by: Wheat seeds.
    Varieties: 4
    Can be bred? Yes.
    Information: These colourful birds can be found in jungles. They can be tamed using wheat seeds and will follow you like wolves. You can also make them sit, walk or fly by right clicking them.


    Extra: Summon a tamed parrot using /summon exoticbirds.EB_Parrot ~ ~ ~ {Owner:Username}


    Peafowl


    Hearts: x 6

    Habitat: Plains, Jungle, Forest, Birch Forest, Roofed Forest

    Tempted by: Wheat seeds.
    Varieties: 3
    Can be bred? Yes.
    Information: These birds were the first bird to be added to the mod. They can be found wandering around the world. The peacocks can be told apart from the peahens by the colourful plumage. Right clicking a peacock will change whether its train (tail feathers) are open or closed. You can also mate two peafowl using wheat seeds! There is also an elusive Albino Peafowl. Rumours say it lays golden eggs.


    psssst... /summon exoticbirds.EB_Peafowl ~ ~ ~ {Type:2}


    Pelican


    Hearts: x 6

    Habitat: Beach, River

    Tempted by: Fish.
    Can be bred? Yes.
    Information: Pelicans are fairly large birds that live by bodies of water.


    Penguin


    Hearts: x 2 (Should be 5, but I messed up. Will be fixed next update)

    Habitat: Cold Taiga

    Tempted by: Fish.
    Can be bred? Yes.
    Information: Penguins are medium sized birds that live in cold biomes. They move pretty slowly, which is known as a waddle.


    Phoenix


    Hearts: x 100

    Habitat: Does not spawn.

    Can be bred? No.
    Information: Phoenixes are large mythical creatures made out of fire. They can only be hatched out of Phoenix eggs with a light level of 9/10/11. Adult phoenixes can be saddled and flown. To fly up, look up. To fly down, look down. Upon death they drop a phoenix egg, so you will be able to rebirth your phoenix.


    Pigeon


    Hearts: x 4

    Habitat: Forests, Plains

    Tempted by: Wheat seeds.
    Varieties: 2
    Can be bred? Yes.
    Information: Pigeons tend to be classed as vermin is certain areas of the world. In this mod there are two variants, the wood pigeon and the rock dove. They make a coo-ing noise so will be quite easy to find!


    Roadrunner


    Hearts: x 6

    Habitat: Desert, Mesa, Savannah

    Tempted by: Wheat seeds.
    Can be bred? Yes.
    Information: A very very fast desert bird. It doesn't make much noise, but you won't be able to miss it! To get close, you need to be holding wheat seeds.


    Seagull


    Hearts: x 4

    Habitat: Beach, River, Ocean

    Can be bred? No.

    Information: Seagulls will be found in near any biome with water. They will swoop round in circles and won't stop!


    Swan


    Hearts: x 6

    Habitat: Beach, River, Ocean

    Tempted by: Wheat seeds.
    Varieties: 4

    Can be bred? Yes.

    Information: These birds can be found in any biome by water. As this is their natural habitat, you will often find them swimming in rivers. You can hear them by the harsh honking sounds they make.


    Toucan


    Hearts: x 4

    Habitat: Jungle, Savannah

    Tempted by: Wheat seeds.
    Varieties: 3
    Can be bred? Yes.
    Information: These birds can be found in tropical biomes. They have large colourful beaks and make a distinctive call.


    Vulture


    Hearts: x 7

    Habitat: Desert, Mesa

    Tempted by: Meat.

    Can be bred? Yes.

    Information: A very large bird that can be found in deserts. They will fly into the sky and circle whilst looking for prey.


    Woodpecker


    Hearts: x 4

    Habitat: Forest, Birch Forest, Roofed Forest

    Varieties: 3
    Can be bred? No.

    Information: You can find these birds high up in trees merrily pecking away holes. They will make a sound when doing so, meaning you will know when one is nearby. When disturbed they will fly to find another tree.


    Blocks, Items and Crafting Recipes

    Bird Meat


    Bird Meat is dropped by all of the birds. Just place the raw meat in a furnace to cook yourself some tasty grub!


    Book of Birds


    This book tells you about all of the birds in game. It includes their picture, the scientific name and a little caption about them. It can be crafted using a normal book and a peacock feather, like so:


    Eggs


    Eggs can be found in two ways: collected from nests, or laid by birds. All eggs have a 10% chance of spawning a chick when thrown. This can be increased up to 50% by crafting the eggs with blaze powder, adding 20% each time. Any attempt to increase after 50% will consume the powder, but not increase the chance.

    There are also unidentifed eggs. These are black with a question mark on them. To indentify these, you must use the egg sorter. See below.


    Eggshell


    This item will occasionally drop from nests, and also when you throw any of the bird eggs. It can be used like bonemeal to speed up the growth of plants and to grow flowers.


    Egg Identifier:


    It can be crafted using the following recipe:

    Placing unidentified eggs in the top slot and redstone dust in the bottom will result in the eggs being identified. This is not always successful and may produce eggshells.


    Incubator:


    The incubator can be crafted using the following recipe:

    Placing eggs in the top slots and blaze powder in the bottom will level up the eggs. This machine allows the spawn rate to go all the way to 100%! It works on multiple eggs too!


    Nests:


    Probably the most important part of the mod. You will find these nests sitting atop leaves in your world. Breaking them will drop 0-3 different bird eggs and some sticks. Empty nests can be crafted using the following recipe.

    You may right click on the nests to open the GUI.


    Peacock Feather:


    Dropped by peacocks, these feathers can be used to craft the Book of Birds.


    Phoenix Dust:


    This dust is used to create a phoenix egg. It can be found as a rare item in abandoned mineshaft chests. One is dropped by a phoenix upon death.


    Phoenix Egg:


    Phoenix eggs are used to hatch the mythical phoenix. They require a light level of 9 or above to hatch (a flame particle effect will appear when the light level is suitable). These can be found as a rare item in a monster dungeon, extremely rarely found in nests, or crafted by surrounding a chicken egg in phoenix dust.


    Phoenix Feather:


    Dropped by a phoenix upon death. This feather does not yet do anything.




    Installation

    This mod requires the latest version of Minecraft Forge which can be found here: Forge Download. You then drag the .jar file into your mods folder, just like you would with any other mod.


    Mod Reviews


    Finally: The Exotic Birds mod is made by me (Pavocado/Pavo_Reality). If you would like to use this mod in a mod compilation, feel free! Just make sure you give appropriate credit and link back to this page. Apart from that, please do not redistribute any part of this mod. You are welcome to share a link to this forum page though!


    If you'd like to suggest a bird, please do so on the following link: Bird Suggestions.

    For more updates on this mod, please follow me on twitter @Pavo_Reality or join the Exotic Birds Discord

    Posted in: Minecraft Mods
  • View SCMowns's Profile

    688

    Nov 5, 2012
    SCMowns posted a message on [1.5.2 / 1.5.1 / 1.4.7 / 1.3.2] Creating Mods - Modloader/Forge ~SCMowns [Src & Video]


    Welcome, my username is SCMowns (if you didn't already know) and I'm going to be showing you some very basic steps in order to start modding. My coding series has started on 1.2.5 so you're not to late to join in! and with my simple tutorials you'll be making mods fast and simple! Soon were gonna be going into some Minecraft forge coding and doing some advance tutorials. So how about it! Begin modding!

    To see where am at, check out my YouTube playlist!

    This thread will be updated a lot! With new tutorials / coding videos / SRC code downloads!

    Videos and SRC codes!

    If in version 1.5.1 of Minecraft coding from episodes 1-27 MIGHT not work for you!

    1. Setting up MCP( Minecraft Coder Pack) Modloader ( 1.2.5 / 1.3.2 / 1.4.x / 1.5.1/ 1.5.2 )

    [media][media][/media[/media]]
    In the video I show you how to set up MCP. To get the downloads click on the links below (pick your version)
    Minecraft 1.2.5
    Minecraft 1.3.2
    Minecraft 1.4.2
    Minecraft 1.4.4
    Minecraft 1.4.5
    Minecraft 1.4.6
    Minecraft 1.5.1
    Minecraft 1.5.2

    2. Making a Basic Item ( 1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    You need a software that can allow you to make transparent pictures, like Paint.net
    Mod_NAME
    package net.minecraft.src;
    import java.util.Random;
    
    public class mod_NAME extends BaseMod
    {
    
    public static final Item NAMEhere = new ItemNAME(2085).setItemName("NAME");
    
    public void load()
    {
    
    NAMEhere.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/pic.png");
    ModLoader.addName(NAMEhere, "Ingame -Name");
    
    }
    public String getVersion()
    {
    return "3.14159265";
    }
    }

    To understand this code is quite simple, public class final Item is telling Minecraft that you are making a new item, the (2085) is the Item ID, and the .setItemName("NAME"); is required, but dosn't need a fancy name! in the public void load() section, you will tell modloader where your items is located at, what is needed in order to craft it, and what the name is. My tutorial mentions all this.

    ItemNAME:
    package net.minecraft.src;
    import java.util.Random;
    
    public class ItemNAME extends Item
    {
    public ItemNAME(int i)
    {
    super(i);
    maxStackSize = 64;
    }
    
    public String Version()
    {
    return "3.14159265";
    }
    }

    Here is another separate class you will need to make. This will define the Item of how much it can stack and to make it an official item registered onto Minecraft

    My picture that I used in this tutorial can be downloaded here! (16x16)

    3.Making a Sword ( 1.2.5 / 1.3.2 / 1.4.6 )

    [media][media][/media[/media]]
    public static final Item NAMESword = new ItemSword(3077, EnumToolMaterial.GOLD).setItemName("AnythingHere");

    In my tutorial i might have mentioned to edit a BASE class, don't do it! in this code of line you will need to make a new sword and later define it in your public void load. replace NAME with the name of your sword.
    paste this in your public void load()
    NAMESword.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/sword.png");
    ModLoader.addName(NAMESword, "NAME Sword");
    ModLoader.addRecipe(new ItemStack(NAMESword, 1), new Object[]
    {
    " * ", " * ", " X ",
    'X', Item.stick, '*', Block.dirt
    });

    The first line of code is telling modloader to override minecraft item's picture with your new sword sprite. The second line is adding in a name for your sword. In the "NAME Sword" call your sword what ever you like. The tutorial goes over everything.

    The picture of the sword that I used can be downloaded here! (16x16)
    4. Pickaxe ( Tool set ) ( 1.2.5 / 1.3.2 / 1.4.x )

    [media][/media]
    In your static section paste this:
    public static final Item NAMEPick = new ItemPickaxe(2102, EnumToolMaterial.GOLD).setItemName("Whatever");

    replace the NAME with a name of your choice. EnumToolMaterial.GOLD is the tool material, so it's set as gold (defualt). Paste this line of code in your public void load():
    NAMEPick.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/pic.png");
    ModLoader.addName(NAMEPick, "NAME Pickaxe");
    ModLoader.addRecipe(new ItemStack(NAMEPick, 1), new Object[]
    {
    "***", " X ", " X ",
    'X', Item.stick, '*', Block.dirt
    });


    The green Pickaxe picture that was used can be downloaded here! (16x16)

    5. Axe ( Tool Set ) (1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    In your static section paste this:
    public static final Item NAMEAxe = new ItemAxe(2096, EnumToolMaterial.GOLD).setItemName("whatever");

    Paste these lines of code in your public void load():
    NAMEAxe.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/pic.png");
    ModLoader.addName(NAMEAxe, "NAME Axe");
    ModLoader.addRecipe(new ItemStack(NAMEAxe, 1), new Object[]
    {
    "** ", "*X ", " X ",
    'X', Item.stick, '*', Block.dirt
    });

    Watch the video for infomation!

    The green Axe picture that was used can be downloaded here! (16x16)

    6. Hoe ( Tool Set ) (1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    In your static section paste this:
    public static final Item NAMEHoe = new ItemHoe(2107, EnumToolMaterial.GOLD).setItemName("Whatever");

    Paste these lines of code in your public void load():
    NAMEHoe.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/pic.png");
    ModLoader.addName(NAMEHoe, "NAME Hoe");
    ModLoader.addRecipe(new ItemStack(NAMEHoe, 1), new Object[]
    {
    "** ", " X ", " X ",
    'X', Item.stick, '*', Block.dirt
    });

    Watch the video for infomation!

    The green Hoe picture that was used can be downloaded here! (16x16)
    7. Shovel / Spade ( Tool Set ) (1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    In your static section paste this:
    public static final Item NAMESpade = new ItemSpade(2099, EnumToolMaterial.GOLD).setItemName("Whatever");

    Paste these lines of code in your public void load():
    NAMESpade.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/pic.png");
    ModLoader.addName(NAMESpade, "NAME Shovel");
    ModLoader.addRecipe(new ItemStack(NAMESpade, 1), new Object[]
    {
    " * ", " X ", " X ",
    'X', Item.stick, '*', Block.dirt
    });

    Watch the video for information of these lines of code!

    The green Shovel picture that was used can be downloaded here! (16x16)
    8. Ore Generating (1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    pase this line of code in your public static section:
    public static final Block NAMEBlock = new BlockNAME(151, 0).setHardness(6F).setResistance(7.0F).setBlockName("whatever");

    Create a new class ( for your BlockNAME, and copy nnd paste this code in:
    package net.minecraft.src;
    import java.util.Random;
    
    public class BlockNAME extends Block
    {
    protected BlockNAME(int i, int j)
    {
    super(i, j, Material.iron);
    }
    
    public int idDropped(int par1, Random par2Random, int par3)
    {
    return mod_NAME.ITEM.shiftedIndex;
    }
    public int quantityDropped(Random random)
    {
    return 1;
    }
    
    public String Version()
    {
    return "3.14159265";
    }
    }

    follow the video tutorial if you get stuck or confused. Now paste these lines of code in you Public void load():
    ModLoader.registerBlock(NAMEBlock);
    NAMEBlock.blockIndexInTexture = ModLoader.addOverride("/terrain.png" , "/items/pic.png");
    ModLoader.addName(NAMEBlock, "In Game Name Ore");

    once you have paste that line of code, be sure to change any (NAME) with your block name, now under your static final section, not your public void load. You paste these lines of code:
     public void generateSurface(World world, Random random, int chunkX, int chunkZ)
    {
    Random randomGenerator = random;
    
    for (int i = 0; i < 10; i++)
    {
    int randPosX = chunkX + randomGenerator.nextInt(20);
    int randPosY = random.nextInt(40);
    int randPosZ = chunkZ + randomGenerator.nextInt(20);
    (new WorldGenMinable(NAMEBlock.blockID, 4)).generate(world, random, randPosX, randPosY, randPosZ);
    }
    }

    This line of code deals with your actual ore generation in chunks. If you would like to generate more ore everywhere then mess with this line of code: for (int i = 0; i < 10; i++) - Change 10 to 30 and see the difference. If you know Minecraft's XYZ's coordence then you can easly chnage where ore will spawn underground. I cover a lot of lines in my video. So check it out!

    The green Ore picture that was used can be downloaded here! (16x16)
    9. Armor set (1.2.5 / 1.3.2 / 1.4.x)

    [media][media][/media[/media]]
    Make a new class, and paste this in your mod_NAMEARMOR:
    package net.minecraft.src;
    
    import net.minecraft.client.Minecraft;
    
    public class mod_NAME extends BaseMod
    {
    
    public void load()
    {
    
    
    
    }
    
    public String Version()
    {
    return "1.4.2";
    }
    
    
    
    public String getVersion()
    {
    return "3.14159265";
    }
    }

    This is the Basic Modloader coding format. You will use this like a normal mod_file you have made. In your Static final body paste these lines of code:
    public static final Item NAMEBody = (new ItemArmor(2200, EnumArmorMaterial.GOLD ,5,1 ).setItemName("Whatever"));
    public static final Item NAMEHelmet = (new ItemArmor(2201,EnumArmorMaterial.GOLD ,5,0 ).setItemName("Whatever"));
    public static final Item NAMEPants = (new ItemArmor(2202,EnumArmorMaterial.GOLD ,5,2 ).setItemName("Whatever"));
    public static final Item NAMEBoots = (new ItemArmor(2203,EnumArmorMaterial.GOLD, 5, 3 ).setItemName("Whatever"));

    We are defining the items that you will use to place on your armor slots. Keep in mind this line of code (5,0) The 5 is the new armor number you have added. Since Minecraft has 4 armor sets you are adding in the 5th set. ( If you add in more armor be sure to increase that number to 6) - Now the 0 is where the item will be placed on the armor slots. 0 = HELMET, 1 = BODY, 2 = PANTS, and 3 = BOOTS.
    Now paste these lines of code in your Public void load():
    NAMEBody.iconIndex = ModLoader.addOverride("/gui/items.png", "/items/pic.png");
    ModLoader.addName(NAMEBody, "In-Game-NAME Chestplate");
    ModLoader.addRecipe(new ItemStack(NAMEBody,1), new Object[]{
    "* *", "***", "***", Character.valueOf('*'), Block.dirt});
    
    // Helmet Armor
    NAMEHelmet.iconIndex = ModLoader.addOverride("/gui/items.png", "/items/pic.png");
    ModLoader.addName(NAMEHelmet, "In-Game-Name Helmet");
    ModLoader.addRecipe(new ItemStack(NAMEHelmet,1), new Object[]{
    "***", "* *", Character.valueOf('*'), Block.dirt});
    
    
    // Pants Armor
    NAMEPants.iconIndex = ModLoader.addOverride("/gui/items.png", "/items/pic.png");
    ModLoader.addName(NAMEPants, "In-game-Name Leggings");
    ModLoader.addRecipe(new ItemStack(NAMEPants,1), new Object[]{
    "***", "* *", "* *", Character.valueOf('*'), Block.dirt});
    
    // Boots Armor
    NAMEBoots.iconIndex = ModLoader.addOverride("/gui/items.png", "/items/pic.png");
    ModLoader.addName(NAMEBoots, "In-Game-Name Boots");
    ModLoader.addRecipe(new ItemStack(NAMEBoots,1), new Object[]{
    "* *", "* *", Character.valueOf('*'), Block.dirt});
    
    ModLoader.addArmor("Name-Of-Armor");

    Watch my video for more details.

    Pictures! ( used in video )

    Download the bundle! (16x16)

    10. Publishing / Converting your mod into a download! (1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]

    It's very simple. Just follow my tutorial xD

    11. Smelting ( 1.2.5 ONLY )

    [media][media][/media[/media]]
    *This video and code only work for Minecraft 1.2.5 MCP coding!* Updated code is located down below!
    Paste this line of code in your public void load():
    ModLoader.addSmelting(BLOCK.blockID, new ItemStack(ITEM, 1));

    Watch the video for information!

    Download my "Shiny Gem" Here! (16x16)

    12. Solid Blocks ( 1.2.5 / 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    The same Idea as in making a block, but a few changes.
    Copy and paste this line of code in your "public static final section"
    public static final Block NAMEBlock = new BlockNAME(160, 0).setBlockName("whatever").setHardness(5F).setResistance(6F).setStepSound(Sound);

    You will need to follow my video for a great description of this line and the following lines.
    Copy and paste these lines in your public void load:
    /terrain.png", "/items/pic.png");
    ModLoader.registerBlock(NAMEblock);
    ModLoader.addName(Rubyblock, "In-Game-Name Block");
    ModLoader.addRecipe(new ItemStack(NAMEblock, 1), new Object [] {"###", "###", "###", Character.valueOf('#'), ITEM});; padding:10px; margin-bottom:10px;">NAMEblock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/items/pic.png");
    ModLoader.registerBlock(NAMEblock);
    ModLoader.addName(Rubyblock, "In-Game-Name Block");
    ModLoader.addRecipe(new ItemStack(NAMEblock, 1), new Object [] {"###", "###", "###", Character.valueOf('#'), ITEM});
    And for your BlockNAME you will need to create a new class to define it, make a new class and paste in this code:
    in your BlockNAME:
    package net.minecraft.src;
    import java.util.Random;
    
    public class BlockNAME extends Block
    {
    public BlockNAME(int i, int j)
    {
    super(i, j, Material.wood);
    }
    
    
    public int idDropped(int i, Random random, int j)
    {
    return mod_NAME.BLOCK.blockID;
    }
    public int quantityDropped(Random random)
    {
    return 1;
    }}


    Download my Block that I used in my tutorial Here!

    13. Updating your mod to Minecraft 1.3 ( Old ) ( 1.3 )

    [media][media][/media[/media]]

    STEPS:
    - Download Modloader 1.3
    - Download the new MCP V1.7 ( for Minecraft 1.3 )
    - Get a fresh Minecraft.jar
    - (Optional) Get a Minecraft_Server.jar 1.3
    - Copy and paste your "Bin" and "resources" folders in your "jars" folder.(make sure you have modded minecraft.jar with modloader
    - Decompile
    - Move over Old src to New Src

    *How to Move Over*
    - Either look for your class files in your old src and move over
    - Or, Highlight ALL, *copy* and paste in new src, But DON'T REPLACE

    - Recompile
    - Look for errors. ( you might get 1 )

    - Move over pictures / items to new location.

    - Open eclipse, and look for your mod_NAME
    - Run Minecraft, and enjoy your mod!

    Get the New MCP for Minecraft 1.3 and downloads Here!

    14. Updating your mod to 1.3.2, with New coding and Fixes* ( 1.3.2 )

    [media][media][/media[/media]]










    The Downloads!
    What to do!
    - Update your version of MCP to 1.3.2
    - Copy your old src (source) to your new moddings folder (you can get mine)
    - Copy your pictures as well
    - Fix errors. If any (look for red lines)

    15. Food ( 1.2.5 / 1.3.2 / 1.4.x )

    [media][/media]
    Paste this line of code in your public static final section:
    public static final Item nameHere = new ItemFood(5000, 6, 1F, true).setItemName("anyNameHere");

    It's just like making an Item, but this time you make sure it extends ItemFood.
    The 1F means how many 1/2 hunger bar is your food going to fill up, so 2 = 1 bar, 3 = 2 1/2, and so on.
    The 6 is how long till you get hungy again, 5 is normal, and 3 is very low where you will starve again! The true statement is if you can feed it to a wolf. true = yes, and false = No.

    Now paste this line of code in your public void load():
    foodNameHere.iconIndex = ModLoader.addOverride("/gui/items.png", "/items/image.png");
    
    ModLoader.addName(foodNameHere, "My Food");
    
    ModLoader.addRecipe(new ItemStack(Food01, 5), new Object[]
    {
    "***", "* *", "***",
    '*', Item.sugar
    });


    Download my Food item here! ( Doughnut )

    16. New Smelting Code ( 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    //IF SMELTING ITEM TO ITEM
    ModLoader.addSmelting(yourItem.shiftedIndex, new ItemStack(yourSmeltedItem, 1), 1.0F);
    
    
    
    //IF SMELTING BLOCKS TO BLOCKS
    ModLoader.addSmelting(yourBlock.blockID, new ItemStack(yourSmeltedBlock, 1), 1.0F);


    The 1.0F is how much exp you'll recieve with smelting successfully. The rest is explained in my tutorial.

    17. Adding Items / Blocks to your Creative Tab ( 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    //For a Item:
    
    YourItem.setTabToDisplayOn(CreativeTabs.tabMaterials);
    
    
    //For a Block
    
    this.setCreativeTab(CreativeTabs.tabBlock);


    If you have a sword, then remove the (CreativeTabs.tabMaterials) and spell in " (CreativeTabs. " if you put that point "." you should have a list of the tabs available, like the Materials Tab, Combat, Misc, Food, Tools, etc.


    18. Updating your mod to 1.4.2 ( 1.3.2 / 1.2.5 / 1.4.x )

    [media][media][/media[/media]]
    Download all the requirements!

    19. Mobs Part 1 - Modeling with Techne! - ( 1.3.2 / 1.4.x )

    [media][/media[/media]]

    Download Techne Here!

    Download my Mob save here!

    You will need Internet Explorer to right-click the "Download/Website" link on Techne's forum to save it as an application.

    ( Watch my Video )

    19. Mobs Part 2 -Texturing- ( 1.3.2 / 1.4.x )

    [media][media][/media[/media]]

    Check out Paint.net

    Download my Mob Texture!

    19. Mobs Part 3 - Coding Mob ( 1.3.2 / 1.4.x )

    [media][media][/media[/media]]
    mod_NAME.java:
    package net.minecraft.src;
    
    import java.awt.Color;
    import java.util.Map;
    
    public class mod_NAME extends BaseMod
    {
    public String getVersion()
    {
    return "1.4.2";
    }
    
    public void load()
    {
    ModLoader.registerEntityID(EntityNAME.class, "NAME", 30);//registers the mobs name and id
    ModLoader.addSpawn("NAME", 15, -5, 1, EnumCreatureType.monster);//makes the mob spawn in game
    ModLoader.addLocalization("entity.NAME.name", "NAME");//adds Mob name on the spawn egg
    EntityList.entityEggs.put(Integer.valueOf(30), new EntityEggInfo(30, 894731, (new Color(21, 15, 6)).getRGB()));//creates the spawn egg, and chnages color of egg
    }
    
    public void addRenderer(Map var1)
    {
    var1.put(EntityNAME.class, new RenderLiving(new ModelNAME(),.5f));
    }
    }

    First off make yourself a new class, replace all the NAME with the actualy name that you have chosen. In the public void load() Modloader registers the mob/entity that you are creating. I have left side notes on most of the line of code for you to understand what they mean.
    EntityNAME:
    package net.minecraft.src;
    
    public class EntityNAME extends EntityMob//extend this to make mob hostile
    {
    public EntityNAME(World par1World)
    {
    super(par1World);
    this.texture = "/mob/NAME.png";//Set Mob texture
    this.moveSpeed = 0.4f;//sets how fast this mob moves
    isImmuneToFire = false;
    //below this is all the ai tasks that specify how the mob will behave mess around with it to see what happens
    this.tasks.addTask(0, new EntityAISwimming(this));
    this.tasks.addTask(1, new EntityAIAttackOnCollide(this, EntityPlayer.class, this.moveSpeed, false));
    this.tasks.addTask(2, new EntityAIMoveTwardsRestriction(this, this.moveSpeed));
    this.tasks.addTask(3, new EntityAIWander(this, this.moveSpeed));
    this.tasks.addTask(4, new EntityAILookIdle(this));
    this.targetTasks.addTask(0, new EntityAIHurtByTarget(this, false));
    this.targetTasks.addTask(1, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 25.0F, 0, true));
    
    }
    
    public int func_82193_c(Entity par1Entity) //the amount of damage
    {
    return 4;
    }
    
    protected void fall(float par1) {}
    public int getMaxHealth() // Mob health
    {
    return 10;
    }
    
    protected String getLivingSound()
    {
    return "mob.pig.say";
    }
    
    protected String getHurtSound()
    {
    return "mob.pig.say";
    }
    
    protected String getDeathSound()
    {
    return "mob.pig.death";
    }
    
    protected int getDropItemId()
    {
    return Item.stick.shiftedIndex;
    }
    protected boolean canDespawn()
    {
    return true;
    }
    
    protected boolean isAIEnabled()//Allow your AI task to work?
    {
    return true;
    }
    }

    Each line is pretty much self explanatory, watch my video and read the side notes to understand the code.

    Here is my ModelGreenMonster

    package net.minecraft.src;
    
    public class ModelGreenMonster extends ModelBase
    {
    //fields
    ModelRenderer Leg2;
    ModelRenderer Leg1;
    ModelRenderer Body;
    ModelRenderer Arm1;
    ModelRenderer Arm2;
    ModelRenderer Head;
    
    public ModelGreenMonster()
    {
    textureWidth = 64;
    textureHeight = 128;
    
    Leg2 = new ModelRenderer(this, 48, 49);
    Leg2.addBox(-2F, 0F, -2F, 4, 11, 4);
    Leg2.setRotationPoint(-4F, 13F, 0F);
    Leg2.setTextureSize(64, 128);
    Leg2.mirror = true;
    setRotation(Leg2, 0F, 0F, 0F);
    Leg1 = new ModelRenderer(this, 31, 49);
    Leg1.addBox(-2F, 0F, -2F, 4, 11, 4);
    Leg1.setRotationPoint(2F, 13F, 0F);
    Leg1.setTextureSize(64, 128);
    Leg1.mirror = true;
    setRotation(Leg1, 0F, 0F, 0F);
    Body = new ModelRenderer(this, 0, 68);
    Body.addBox(0F, 0F, 0F, 12, 7, 7);
    Body.setRotationPoint(-7F, 7F, -3F);
    Body.setTextureSize(64, 128);
    Body.mirror = true;
    setRotation(Body, 0F, 0F, 0F);
    Arm1 = new ModelRenderer(this, 0, 34);
    Arm1.addBox(0F, -1F, -9F, 4, 3, 12);
    Arm1.setRotationPoint(5F, 8F, -3F);
    Arm1.setTextureSize(64, 128);
    Arm1.mirror = true;
    setRotation(Arm1, 0F, 0F, 0F);
    Arm2 = new ModelRenderer(this, 0, 19);
    Arm2.addBox(-4F, -1F, -10F, 4, 3, 12);
    Arm2.setRotationPoint(-7F, 8F, -3F);
    Arm2.setTextureSize(64, 128);
    Arm2.mirror = true;
    setRotation(Arm2, 0F, 0F, 0F);
    Head = new ModelRenderer(this, 0, 0);
    Head.addBox(-3F, -6F, -2F, 8, 6, 5);
    Head.setRotationPoint(-2F, 7F, 0F);
    Head.setTextureSize(64, 128);
    Head.mirror = true;
    setRotation(Head, 0F, 0F, 0F);
    }
    
    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
    {
    super.render(entity, f, f1, f2, f3, f4, f5);
    setRotationAngles(f, f1, f2, f3, f4, f5);
    Leg2.render(f5);
    Leg1.render(f5);
    Body.render(f5);
    Arm1.render(f5);
    Arm2.render(f5);
    Head.render(f5);
    }
    
    private void setRotation(ModelRenderer model, float x, float y, float z)
    {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
    }
    
    public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
    {
    // super.setRotationAngles(f, f1, f2, f3, f4, f5);
    }
    
    }


    Check out Notepad++

    Download my Mob Texture!
    19. Part 4 - Leg/Arm movement! ( 1.3.2 / 1.4.x )

    [media] [/media]
    You will need to paste these body of code in your modelNAME.java file! Mess with the #'s to get random rotation results!
     public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
    {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, null);
    leg.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.0F * f1;
    leg2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.0F * f1;
    arm.rotateAngleZ = MathHelper.cos(f * 0.6662F) * 1.0F * f1;
    arm2.rotateAngleZ = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.0F * f1;
    }


    20. Updating mods to 1.4.4/1.4.5

    [media] [/media]
    For Minecraft 1.4.4
    Download the newest Modloader here! (1.4.4)

    Download MCP Version 7.19 for 1.4.4 here!

    For Minecraft 1.4.5
    Download the files here!
    21. Applying Enchantment effect on Items! ( 1.3.2 / 1.4.2 / 1.4.x )

    [media] [/media]

    The enchantment effect code is here:
     public boolean hasEffect(ItemStack par1ItemStack){
    return true;
    }

    Leave the return to true in order to get the enchantment effect on the item!

    22. Adding color to Item names! ( 1.3.2 / 1.4.2 / 1.4.x )

    [media] [/media]
    Here is the code that was used in this video!:
     public String getItemDisplayName(ItemStack par1ItemStack)
    {
    String var2 = ("\u00a7E" + StringTranslate.getInstance().translateNamedKey(this.getLocalItemName(par1ItemStack))).trim();
    return var2;
    }

    Pay attention to \u00a7E that E is the placement for a color code. In order to see the color codes link is right here:

    Color codes webpage!

    Change the E to 1 or 2 or 4, you will get a different color, this method does not work on blocks. I will look into that later on

    23. Fire Aspect on items/weapons! (1.2.5/1.3.2/1.4.x)

    [media] [/media]
    Code:
     public boolean hitEntity(ItemStack itemstack, EntityLiving entityliving, EntityLiving entityliving1)
    {
    entityliving.setFire(5);
    return true;
    }

    To turn off the fire aspect, put return false; The 5 is the amount of ticks the fire will remain on the entity. Raise it higher if you wish the mod will remain on fire for a very long time.

    24. Fuel for Items / Blocks (1.4.x)

    [media] [/media]
    public int addFuel(int par1, int par2)
    {
    if(par1 == ITEM.shiftedIndex)//200 ticks is normal,1600 ticks is coal
    {
    return 200;
    }
    if(par1 == BLOCK.blockID)
    {
    return 200;
    }
    return 0;
    }

    Watch the video for some additional information!

    25. Achievements (1.4.x)

    [media][/media]
    These line of codes were used in my video, I have explained what they mean. Paste these lines of code in your "public class" section
    public static final Achievement achievementFood = new Achievement(5400, "achievementFood", 10, 9, Item.sugar, null).setSpecial().setIndependent().registerAchievement();
    public static final Achievement achievementGem = new Achievement(5401, "achievementGem", 10, 12, Item.bone, achievementFood).registerAchievement();

    Paste these lines of code in your "public void load()"
    ModLoader.addAchievementDesc(achievementFood, "Yummy!", "Craft a Donut!!");
    ModLoader.addAchievementDesc(achievementGem, "Green GEM!", "Pick Up a Green Gem!");

    paste these lines of code underneath the public void load, make sure you do not paste them in public void load():
    public void takenFromCrafting(EntityPlayer entityplayer, ItemStack itemstack, IInventory iinventory)
    {
    if(itemstack.itemID == mod_minecraft.Food01.shiftedIndex)
    {
    entityplayer.addStat(achievementFood, 1);
    }
    }
    public void onItemPickup(EntityPlayer entityplayer, ItemStack itemstack)
    {
    if(itemstack.itemID == mod_minecraft.greengem.shiftedIndex)
    {
    entityplayer.addStat(achievementGem, 2);
    }
    }

    Follow the video tutorial for more information.
    26. Nether Ore Generation(1.4.x)

    [media][/media]
    Follow the tutorial on making a new WorldGenNether class by copying the src code from WorldGenMinable.
    Here is the code that you will place in your mod_mod:
    public void generateNether(World var1, Random var2, int var3, int var4)
    {
    int var5;
    int var6;
    int var7;
    int var8;
    int veinsize=8;//Size of the vein
    int rarity=12;//the rarity of the ore
    for (var5 = 0; var5 < rarity; ++var5)
    {
    var6 = var3 + var2.nextInt(16);
    var7 = var2.nextInt(128);
    var8 = var4 + var2.nextInt(16);
    new WorldGenNether(Block.dirt.blockID, veinsize).generate(var1, var2, var6, var7, var8);//replace dirt with your custom ore
    }
    }


    I left some side notes, explaining the obvious. But anyways! Hope this helps!

    27. Advance Blocks: Gravitational Physics, Light Value, and Unbreakable(1.4.x)

    [media][/media]

    For the gravitational block you'll need to follow along with my tutorial,
    to make your block unbreackable add in this line of code to your "pubic static final"
    .setBlockUnbreakable()

    Now to make your block have a light value, you'll add this line of code to your "public static final"
    .setLightValue(5)

    Increase or decrease the number 5 to lower or increase the light radius.
    28. Updating our mod to 1.5.1 + Bug fixes (New!)
    [media][/media]
    Downloads Click Here!

    Last thing to say!


    Thank you for support!

    Get our Banner below!
    [represent]
    Posted in: Mapping and Modding Tutorials
  • View oCrapaCreeper's Profile

    288

    Oct 7, 2012
    oCrapaCreeper posted a message on Is Minecraft "Dead"?
    Oh great, another one.

    Minecraft's development does not revolve around your opinion. Mojang's not going to simply drop the new features because a single person disagrees

    At least give an intelligent reason why 1.4 will hurt the game, instead of making up a non-existent line that Mojang somehow crossed.

    EDIT: Okay, seriously, can we stop bumping this? We're beating on a dead pig here. Chances are, whatever you have to say has already been said within 26 page lifespan of this thread.
    Posted in: Recent Updates and Snapshots
  • View TCTNGamiz's Profile

    7

    Nov 10, 2012
    TCTNGamiz posted a message on [1.5.2 / 1.5.1 / 1.4.7 / 1.3.2] Creating Mods - Modloader/Forge ~SCMowns [Src & Video]
    Clicked on the green arrow <3
    Even thought I'm not into coding, great job on making this topic, it probably took you like 10h lawl :D
    Posted in: Mapping and Modding Tutorials
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