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    posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    Quote from jbond98

    New biome tutorial is now up! Enjoy :D And please tell me if it worked for you. Please try out the trees part too


    How do you know it didn't work if they are .class files? Did you try them in a new minecraft.jar?


    Yes i did
    Posted in: Tutorials
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    posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    Yeah amn that didnt work. Any other suggestions?
    Posted in: Tutorials
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    posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    I have already reobf'ed. And then i editied some code and updated my mod a bit. But now when i reobf it doesnt reobf the new stuff. It created the same class files like i had never updated it. Please help.
    Posted in: Tutorials
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    posted a message on [1.3.2!] MrAlaz10's Mods! BetterLights Mod v1.0 IT'S DONE!
    Sweet!. Were at 100+ downloads now! Awesome, thanks guys!
    Quote from zombie897

    Just a suggestion, but add recipes for glowing cobble-stone or regular stone for us peeps that prefer castles over regular homes :)

    EDIT: Also glow glass would be nice:)


    Good idea. I wasnt sure what the demand was for glowing cobblestone and other items so wasnt sure wheteher to add them or not. New update this weekend with that stuff included!
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    how do i add hd textures to my new items??
    Posted in: Tutorials
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    posted a message on [1.3.2!] MrAlaz10's Mods! BetterLights Mod v1.0 IT'S DONE!
    working on a new update! been super busy with school lately
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    how would you go about making multiple mods. like how do i reset the source code so that i can make a comletely different mod. How do i do this?
    Posted in: Tutorials
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    posted a message on [1.3.2!] MrAlaz10's Mods! BetterLights Mod v1.0 IT'S DONE!
    yeah its possible. will definetly add it into the next update. it requires some extra coding. I'll look at it tomorrow and see if i can do a quick fix
    Posted in: Minecraft Mods
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    posted a message on [1.3.2!] MrAlaz10's Mods! BetterLights Mod v1.0 IT'S DONE!
    I have an update planned for next week sometime! Planning to add a new type of lamp!
    Posted in: Minecraft Mods
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    posted a message on [1.3.2!] MrAlaz10's Mods! BetterLights Mod v1.0 IT'S DONE!
    If i make a food mod,,, What are some foods you guys would like to see?
    Posted in: Minecraft Mods
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    posted a message on [1.3.2!] MrAlaz10's Mods! BetterLights Mod v1.0 IT'S DONE!
    Please feel free to leave suggestion for the mod! I am open to all ideas!
    Posted in: Minecraft Mods
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    posted a message on [1.3.2!] MrAlaz10's Mods! BetterLights Mod v1.0 IT'S DONE!
    I just added a mod showcase to the screentshots/videos section! Check it out!
    Posted in: Minecraft Mods
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    posted a message on [1.3.2!] MrAlaz10's Mods! BetterLights Mod v1.0 IT'S DONE!
    I just added a mod showcase to the screentshots/videos section! Check it out!
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    Quote from BlazingShadow

    okay now i have a new issue, I made my mod, it gets to the mojang loading screen, the quicly goes blackscreen, no error or anything, here are my files:
    mod_

    package net.minecraft.src;
    import java.util.ArrayList;
    import java.util.Arrays;
    import java.util.List;
    import java.util.Map;
    import java.util.Random;
    
    public class mod_Blockscraft extends BaseMod
    {
    public static final Block oreFyrestone = new BlockFyrestoneOre(160, 0).setStepSound(Block.soundStoneFootstep).setBlockName("oreFyrestone").setHardness(4.5F).setResistance(5F).setLightValue(0.375F);
    public static final Block fenceFyrestone = new BlockFyrestoneFence(161, 0).setStepSound(Block.soundStoneFootstep).setBlockName("fenceFyrestone").setHardness(4.5F).setResistance(5F).setLightValue(0.375F);
    public static final Item scrapFyrestone = new Item(5000).setItemName("scrapFyrestone");
    public static final Item ingotFyrestone = new Item(5001).setItemName("ingotFyrestone");
    public static final Item nuggetFyrestone = new Item(5002).setItemName("nuggetFyrestone");
    public void load()
    {
    oreFyrestone.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/textures/OreFyrestone.png");
    ModLoader.registerBlock(oreFyrestone);
    ModLoader.addName(oreFyrestone, "Fyrestone Ore");
    fenceFyrestone.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/textures/FenceFyrestone.png");
    ModLoader.registerBlock(fenceFyrestone);
    ModLoader.addName(fenceFyrestone, "Fyrestone Fence");
    scrapFyrestone.iconIndex = ModLoader.addOverride("/gui/items.png", "/textures/ScrapFyrestone.png");
    ModLoader.addName(scrapFyrestone, "Fyrestone Scrap");
    scrapFyrestone.setTabToDisplayOn(CreativeTabs.tabMaterials);
    ingotFyrestone.iconIndex = ModLoader.addOverride("/gui/items.png", "/textures/IngotFyrestone.png");
    ModLoader.addName(ingotFyrestone, "Fyrestone Ingot");
    ingotFyrestone.setTabToDisplayOn(CreativeTabs.tabMaterials);
    nuggetFyrestone.iconIndex = ModLoader.addOverride("/gui/items.png", "/textures/NuggetFyrestone.png");
    ModLoader.addName(nuggetFyrestone, "Fyrestone Nugget");
    nuggetFyrestone.setTabToDisplayOn(CreativeTabs.tabMaterials);
    ModLoader.addSmelting(scrapFyrestone.shiftedIndex, new ItemStack(ingotFyrestone, 1), 1.0F);
    ModLoader.addRecipe(new ItemStack(nuggetFyrestone, 6), new Object [] {"#", Character.valueOf('#'), mod_Blockscraft.ingotFyrestone});
    ModLoader.addRecipe(new ItemStack(ingotFyrestone, 1), new Object [] {"###","###", Character.valueOf('#'), mod_Blockscraft.nuggetFyrestone});
    ModLoader.addRecipe(new ItemStack(fenceFyrestone, 3), new Object [] {"###","###", Character.valueOf('#'), mod_Blockscraft.ingotFyrestone});
    }
    
    public String getVersion()
    {
    return "Blockscraft Mod V0.2 Minecraft 1.3.2";
    }
    
    }

    BlockFyrestoneOre:


    package net.minecraft.src;
    import java.util.Random;
    public class BlockFyrestoneOre extends Block
    {
    public BlockFyrestoneOre(int par1, int par2)
    {
    super(par1, par2, Material.rock);
    this.setCreativeTab(CreativeTabs.tabBlock);
    }
    
    public int quantityDropped(int par1)
    {
    return (1);
    }
    
    public int idDropped(int par1, Random par2Random, int par3)
    {
    return mod_Blockscraft.scrapFyrestone.shiftedIndex;
    }
    public int quantityDropped(Random par1Random)
    {
    return this.blockID == mod_Blockscraft.oreFyrestone.blockID ? 1 + par1Random.nextInt(5) : 1;
    }
    }

    BlockFyrestoneFence:


    package net.minecraft.src;
    
    public class BlockFyrestoneFence extends Block
    {
    public BlockFyrestoneFence(int par1, int par2)
    {
    super(par1, par2, Material.rock);
    this.setCreativeTab(CreativeTabs.tabDeco);
    }
    
    public BlockFyrestoneFence(int par1, int par2, Material par3Material)
    {
    super(par1, par2, par3Material);
    this.setCreativeTab(CreativeTabs.tabDeco);
    }
    
    /**
    * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
    * cleared to be reused)
    */
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
    boolean var5 = this.canConnectFenceTo(par1World, par2, par3, par4 - 1);
    boolean var6 = this.canConnectFenceTo(par1World, par2, par3, par4 + 1);
    boolean var7 = this.canConnectFenceTo(par1World, par2 - 1, par3, par4);
    boolean var8 = this.canConnectFenceTo(par1World, par2 + 1, par3, par4);
    float var9 = 0.375F;
    float var10 = 0.625F;
    float var11 = 0.375F;
    float var12 = 0.625F;
    
    if (var5)
    {
    var11 = 0.0F;
    }
    
    if (var6)
    {
    var12 = 1.0F;
    }
    
    if (var7)
    {
    var9 = 0.0F;
    }
    
    if (var8)
    {
    var10 = 1.0F;
    }
    
    return AxisAlignedBB.getAABBPool().addOrModifyAABBInPool((double)((float)par2 + var9), (double)par3, (double)((float)par4 + var11), (double)((float)par2 + var10), (double)((float)par3 + 1.5F), (double)((float)par4 + var12));
    }
    
    /**
    * Updates the blocks bounds based on its current state. Args: world, x, y, z
    */
    public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
    boolean var5 = this.canConnectFenceTo(par1IBlockAccess, par2, par3, par4 - 1);
    boolean var6 = this.canConnectFenceTo(par1IBlockAccess, par2, par3, par4 + 1);
    boolean var7 = this.canConnectFenceTo(par1IBlockAccess, par2 - 1, par3, par4);
    boolean var8 = this.canConnectFenceTo(par1IBlockAccess, par2 + 1, par3, par4);
    float var9 = 0.375F;
    float var10 = 0.625F;
    float var11 = 0.375F;
    float var12 = 0.625F;
    
    if (var5)
    {
    var11 = 0.0F;
    }
    
    if (var6)
    {
    var12 = 1.0F;
    }
    
    if (var7)
    {
    var9 = 0.0F;
    }
    
    if (var8)
    {
    var10 = 1.0F;
    }
    
    this.setBlockBounds(var9, 0.0F, var11, var10, 1.0F, var12);
    }
    
    /**
    * Is this block (a) opaque and (B) a full 1m cube? This determines whether or not to render the shared face of two
    * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
    */
    public boolean isOpaqueCube()
    {
    return false;
    }
    
    /**
    * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
    */
    public boolean renderAsNormalBlock()
    {
    return false;
    }
    
    public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
    return false;
    }
    
    /**
    * The type of render function that is called for this block
    */
    public int getRenderType()
    {
    return 11;
    }
    
    /**
    * Returns true if the specified block can be connected by a fence
    */
    public boolean canConnectFenceTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
    int var5 = par1IBlockAccess.getBlockId(par2, par3, par4);
    
    if (var5 != this.blockID && var5 != Block.fenceGate.blockID)
    {
    Block var6 = Block.blocksList[var5];
    return var6 != null && var6.blockMaterial.isOpaque() && var6.renderAsNormalBlock() ? var6.blockMaterial != Material.pumpkin : false;
    }
    else
    {
    return true;
    }
    }
    
    public static boolean isIdAFence(int par0)
    {
    return par0 == Block.fence.blockID || par0 == Block.netherFence.blockID;
    }
    }



    In the minecraft.jar that eclipse is running did you delete the meta inf?
    Quote from iDieForEXP

    Is there any way you could add a tutorial for adding mobs?


    He said that he might. He;s considering adding several different tutrorials
    Posted in: Tutorials
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    posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    Quote from BlazingShadow

    Actually I believe a torch is lower than that as if I'm not mistaken glowstone has a higher light value than torches.


    your right. a torch is 0.9375 but did that help?
    Posted in: Tutorials
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