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    posted a message on (Idea) A noob-friendly(but still robust) modmaking interface.
    Quote from Sailing94»

    This already exists, and most people here loathe it with a passion.


    well if people hate it its probably poorly made or has a ridiculous eula

    Posted in: Requests / Ideas For Mods
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    posted a message on (Idea) A noob-friendly(but still robust) modmaking interface.

    I'm a total newbie to programming so I don't actually know how hard it would be to make this, but it's an idea that I've had for a while.


    Basically, the idea is basically a tool for creating a mod, allowing you to create blocks, items, interfaces, and even game mechanics, and it would have as many settings as possible to allow you to create complex mods easily.

    I made some very rough mockups of what it might look like:

    rough mockup of a creation interface

    (I forgot to add it but there would probably an oredictionary thing as well.)



    This is just an idea, idk if any of this is possible at all, but it'd be very useful for creating complex mods easily, and even If I did know how to code, this would still be very useful because I usually prefer to have visual assistance.


    (And if anything like this already exists I would love to know about it! I'd love to mess around with something like this)

    Posted in: Requests / Ideas For Mods
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    posted a message on Looking for a specific mod that allows for moving structures.

    I recall the mod has "chassis" blocks that somehow move the structures along, and that there are other redstone-activated "control" blocks that move the structure in a direction (I think there's a different control block for each direction)

    I don't recall anything else about it though, this might not have even been the main feature of the mod.

    Posted in: Mods Discussion
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    posted a message on Searching for some mods to use for a pack

    I need a few mods that will do things for a modpack that I've been thinking about making, first is some kind of mod that adds larger caves in the overworld (like, huge caverns), and second is a mod that lets you add in custom ores with config files or scripts (i have encountered such a mod beforehand, but do not recall its name, something that lets you customize and delete crafting recipes easily would also be useful.) It also needs to be able to spawn ores at negative Y values (with some form of cubic chunks mod)


    If you can find mods like this it would be very appreciated, as google hasn't been much help with finding these specific things.

    Posted in: Mods Discussion
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    posted a message on Does microsoft actually have control over minecraft updates?

    I see people blaming bad updates on Microsoft, but I'm not sure if Microsoft actually has power over what features are added.
    Could someone see if they actually do? (And give the source and specific part of said source that contains the information. ("common sense" is not a valid source))

    Posted in: Discussion
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    posted a message on when is optifine coming for 1.12

    I seriously hope it's coming soon. I can't use that beautiful torch exploit *--*

    Posted in: Discussion
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    posted a message on Adding tooltips to items?

    I see, (And yeah, this is my second time using java and the tutorial IS for people with little to no modding experience.) the tutorial has me using 1.6 however at the end of it I think they have a thing for me to update to the latest version.

    So I don't know if it's changed at the end or not but right now it looks like I can't do it.

    Posted in: Modification Development
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    posted a message on Adding tooltips to items?

    The way my online class has me do it is with a single class for a TYPE of item (IE Class for Pickaxes, Class for Swords, Class for Items.)

    And all the data for the individual items is in the main.java file (where the instantiation happens) and an assets folder.

    (My instantiation looks like this)


    /**
    * DECLARATION SECTION
    * *********************************************************** */


    //DECLARE THE ITEM

    public static Item ITEMNAME;


    /* ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ */



    /**
    * LOAD SECTION (this is where the name/stats/tool material are.)
    * *********************************************************** */


    // LOAD THE ITEM
    <Itemname> = new ItemClass(<ID>, "<Itemname>").setCreativeTab(CreativeTabs.<Tab>).setMaxStackSize(<Stack>);
    GameRegistry.registerItem(<Itemname>, "<Itemname>");
    LanguageRegistry.addName(<Itemname>, "<InGameName>");


    /* ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ */


    /**
    * RECIPES SECTION
    * *********************************************************** */


    // ITEM RECIPE
    GameRegistry.addRecipe(new ItemStack(<ItemName>, <Quantity>), new Object[]
    {
    "XXX",
    "XXX",
    "XXX",
    'X', Item.<Item>,
    });


    /* ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ */

    So i'd put the tooltips in the main.java script, but i'm not sure what the block of code i'd need is.

    Posted in: Modification Development
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    posted a message on Adding tooltips to items?

    So, I'm making a mod using the YouthDigital (NotSpon) tutorials. And I want to add tooltips to the items, (Hovering over an item will show both it's name and a short description of the item sort of like the "Lore" that you can add with command blocks) and I'm not certain how. If anyone could help that would be appreciated.

    (All the items/blocks are instantiated in the same script file.)

    Posted in: Modification Development
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    posted a message on Hardcore Crafting Mode (Coding phase) (Command block only map)

    If someone could tell me a way to make it craft multiple times at once without adding more command blocks that would be appreciated.

    Posted in: Maps
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    posted a message on Hardcore Crafting Mode (Coding phase) (Command block only map)

    HELLO HUMANS, ALIENS, ROBOTS, AND OTHER PEOPLE OF ALL SPECIES!

    I have begun construction on a minecraft map dubbed "Hardcore Crafting Mode" where you have to use a high-tech specialized crafting station (*cough cough* Dispenser) known as the "Craftatron" to progress.

    IMPORTANT: YOU ARE NOT SUPPOSED TO USE THE VANILLA CRAFTING!

    The spawn looks like this:

    Spawn

    Inside the chest are some vanilla sticks.

    They are used to create dead bushes:

    InputIn

    outputOut

    Dead bushes can be placed on sand and can be used to make the "Weeder"

    Inin

    outout


    Now, none of you are probably wondering "How the *GUIDELINES* did they think of this?!"


    WELL TOO BAD! Ima tell you anyway

    Three shots of boredom and an obscure dream. That's all it takes.

    (okay but the dream was weird, I tried to access the control panel to a server that didn't exist and ended up looking at a forum thread with the title of one of my old programming projects and it brought me to a thread similar to this.


    Crafter's guide to progression (Not all of them are pictures because it takes too long to create picture-based ones):


    S= *1 Vanilla stick
    SSS

    S -S

    SSS

    *4 enhanced stick

    Crafting I


    S = *1 enhanced stick

    - - -

    SS-

    SS- (THIS IS NOT SHAPELESS)

    *2 Oak Wood Planks

    Crafting II


    S=Weeder; Weeding III, tool rod,

    P=Oak Wood Planks; Crafting II

    - P -

    PSP

    - S -

    Wooden shovel (Can't break)

    Digging 0

    Crafting I

    Can break concrete powder (Allows for access to the second area (UNBUILT))


    W=Wooden shovel; Digging 0, crafting I

    P=Wooden planks; Crafting II

    PPP

    PWP

    PPP

    = Wood manipulator; Crafting II

    Wooden shovel; Digging 0, Crafting I


    P=Wooden planks; Crafting II

    M = Wood manipulator; crafting II

    PPP

    PMP

    PPP

    Vanilla log *1

    Wooden planks; Crafting II * 4

    Wood manipulator; Crafting II * 2


    L = Vanilla log

    M = Wood manipulator; Crafting II

    LLL

    LML

    LLL

    Charcoal *1

    Wood manipulator; Crafting II * 1


    P=Planks;Crafting II

    E=MC^2

    L=Vanilla Log

    C=Charcoal

    M=Wood Manipulator; Crafting II

    PLP

    PMP

    - C -

    Charcoal *4

    Ash;Sellable I *6

    Wood manipulator; Crafting II *2




    If you have any suggestions to help me come closer to release PLEASE tell me!

    Please note that this is a TEST project, to play around with my command block skills. It has no real lore and is just for fun.

    Posted in: Maps
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    Oh, sweet it's updated... Now time to wait another (Long time) years for it to get upgraded to 1.9!

    Posted in: Minecraft Mods
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    posted a message on Sky islands (WIP) Map/Roleplay

    NEWS: Asteroid flew near the factory and the air pressure shattered some of the glass and blew away the cloud bridge, afterwards the asteroid was trapped and repairs will begin shortly. Meanwhile the asteroid is being terraformed.

    Posted in: WIP Maps
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    posted a message on Sky islands (WIP) Map/Roleplay

    so... IDK if it fits here 'cause it's a WIP but... I'ma put it here anyways.
    Download: (soon)

    So i have made three islands so far: Corruption island (Spawn) Cloud island (Basically a central area connected to most other islands.) And factory island (Powers cloud island)

    Corruption island:

    Screenshost:


    Corruption_1Front

    Corruption_2Back

    Corrution_3Top


    Bio:

    Abandoned after it's power source broke down and began to turn the area toxic. This island is devoid of any life. The entrance is blocked but can be opened from the CIG control module.

    Cloud island:

    Screenshots:


    Exit to corruption


    Exit_Cloud(The observer blocks are meant to look like cameras)


    Emblem


    Emblem_CloudKinda made this on accident.

    Housing


    Village_Cloud

    Island size regulation


    Cloud_RegulatorsThese are meant to cool down/Heat up the cloud to make sure it stays the right size and shape.

    BIO: The clouds of the island are actually way higher than they should be, (The height at which geostationary orbit happens)

    This was the first of the islands to be put into orbit and is very cheery and bright. Controlled by the CIG (Cloud Island government)


    I will be expanding this island a lot.

    Factory island:

    Screenshots

    1:


    Factory_1

    2:


    Factory_2

    Bio: Basically a thermal power plant with water pipes connected to the surface (To cool it down)

    Ended up being too hot and partially melting itself, however it still functions due to the materials certain parts are made of.


    Rainforest island:

    Screenshots:


    Rainforest_EntranceEntrance.

    Rainforest_TreetopWhy you don't give your camera to monkeys.

    Rainforest_LakeBeautiful lake.

    Rainforest_GlowThe trees were infused with glowstone to make them glow at night.


    Bio: Used to be an asteroid before it came too close to the factory. It was captured in orbit by the CIG and was terraformed into an almost tropical area. Due to the rush to turn it into an island the trees were pumped with chemicals to make them grow faster resulting in overgrowth.


    If you have any suggestions for what i should build next PLEASE tell me.

    Posted in: WIP Maps
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