• 1

    posted a message on Take Your Time With 1.11
    Quote from Syst3ms_YT»

    Dammit. I look at some posts and i'm almost crying. Lots of you tend to think this : "faster updates truly area pain in the ass for modders". I'm not a modder myself, but it doesn't mean that I don't know anything. Now, I'll say once for all : LESS THINGS ADDED MEANS LESS THING TO UPDATE !!!



    I had to say this because it's SUPER annoying to see people posting without considering what other people said.




    I am a modder myself and it has nothing to do with what is added. It has everything to do with what has changed. Modders are not effected by blocks or items added to the games in almost all cases, what they are effected by is the code Mojang changes behind the scenes which regular players never encounter. As well, with each update, Forge has to go through and update their systems, modders have to rebuild their workspaces for the new version, modders have to go through and change broken code from changes made by Mojang and then recompile their mods for new versions.


    Edit (To add another example):

    Consider Minecraft version 1.7.x. There is a reason why mods were mostly released for versions 1.7.2 and 1.7.10 and not for all the versions between. If I remember correctly a few were released for 1.7.4, but I don't remember mods ever being released for 1.7.5, 1.7.6, 1.7.7, 1.7.8, 1.7.9 etc.


    If it were as simple as you say for modders to update, then every time a new Minecraft version came out, every mod could simply just hit one button and have their mod ready to go for the next version. Unfortunately it just is not that simple.

    Remember these changes are typically not visible on the general Minecraft change-log provided by Mojang and in a lot of cases aren't visible or noticeable to the regular player. If you would like to understand more about how this works I suggest you watch programming tutorials and then watch (or read!) Minecraft modding tutorials.



    ***EDIT:
    Perhaps this point is also being missed by some so I will mention it:


    Just as a reference point, let's pretend that Mojang decided to update every 90 days (Roughly 3 months). Now, let's pretend the modding community attempts to keep up with that pace.It would be tough to assume all mods could be updated within 1 week of the next version being released. We can't assume people who mod for free will sit down the instant an update releases and pound out their update ASAP. So then, let's assume that 2/3's of mods could be updated in 2 weeks. Cool, mods are updated, but no modpacks are released to use them yet! Let's assume modpack testing and creation takes another 2-3 weeks. By this point the next update is already 1/3 of the way there.


    Now you should start to see the problem with all of this. 2-3 months would be the life cycle of a modpack. That's terrible! Modpacks take time and some are still being figured out. IE. FTB Infinity is still going strong and that's a 1.7.10 pack! Servers who host these packs are forced with a dilemma. Continually reset the world to keep up with the latest version at the cost of upsetting their player base, or stay on an older version until the player base is satisfied. Players with SP worlds are faced with a similar dilemma. Now you have a serious problem of packs and servers being played on a long string of different versions simultaneously.


    Again, I'm speaking from experience. Over the last 4 years I have hosted many, many modded servers and 2, maybe 3 months is just too short.

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Take Your Time With 1.11
    Quote from ThePiDay»

    Don't speak for the community, I'm okay with smaller updates. It makes things easier for modders and we get new content very frequently.

    Sorry what? Frequent updates don't make things any easier for modders. Mostly because they have to take a break from creating content for their mod to try to sort out the breaking changes caused by each update.

    This is why after major updates many modders as well as many mods just disappear, it truly is a great chore to have to update mods constantly.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Minecraft 1.11 Has a Problem!

    Hey guys :)


    Mrsal511 here and today I wanted to explain what I think are some potential big problems with Minecraft 1.11



    Thanks for watching :)

    P.S. (Sorry for the somewhat laggy video footage, a more detailed description as to what went wrong is in the Youtube Video Description)

    Posted in: Other Videos
  • 1

    posted a message on 5 Dice Casino Game - Entirely Made of Redstone [Can Be Done In Survival]

    Hey guys, I created this 5 dice casino game in Minecraft entirely made of redstone. It took me about 12 hours of work and I'm pretty proud of the result :)



    Let me know what you think!! :)

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on 16 Bit Redstone Pulse Counter. Automatic up to 65535 pulses. [Adder] [Counter] [Subtraction] [Fast] [Compact] [ Efficient]

    Hey all,


    I'm working on a hefty piece of redstone-ing engineering. This device currently can:

    1. Count pulses up to 65535

    2. Subtract pulses to -65535 giving it a total range of pulses from -65535 to 65535

    3. Automatic saving and loading of each pulse as efficient as I could engineer in space provided


    Video:

    It will be able to:

    1. Load 16 bit numbers from memory and automatically add or subtract from those numbers

    2. Save 16 bit numbers in a memory bank that can support 512 different numbers. This is 1MB of total memory. Currently I am designing the best way to accomplish this which has not been done before.

    3. Display the 16 bit numbers using BCD on to a horizontal surface which can be read on a map.

    4. Have an interfacing system to count pulses and then add or subtract them from from a 16 bit number loaded in memory.

    5. Be completely independent of server TPS because everything happens in tick order and does not rely on Minecraft inconsistencies. (The device is a few ticks slower to ensure this)


    Quick notes about the machine:

    1. Each calculation unit (16 in total) has 3 bits of locking memory. 2 are used as a temporary buffer and 1 is the output memory bit which ensures the machine is ready to go for the next pulse.

    2. A pulse will be finished calculating in 12-20 ticks roughly depending on server TPS. Remember, I cannot calculate a definite tick number because depending what the number is, it goes through different paths of the adder. Eg. Adding 1 to 6253 will take a few ticks longer than adding 1 to 12.

    3. The next pulse CAN be accepted before the final output has been displayed. There is a cyan wool with a torch leading to nothing on the side of the machine where the output lights are. When this torch is off, the machine is ready to accept another pulse. You will notice it turns off BEFORE the output has been completely displayed. A pulse should be roughly 3-4 ticks long to ensure it all works properly.

    4. The machine could be faster as I mentioned but I wanted to ensure server TPS lag would not break the machine so some repeaters have been added that don't need to be, and some are set a tick longer than they need to be. I also designed it be small and compact so that it wasn't a huge monstrosity.


    Thank you for your interest, comments, or suggestions,

    Mrsal511 (Shawn)

    Posted in: Redstone Creations
  • 1

    posted a message on [1.4.5] ~ How to Make a Mod Tutorials! Beginner to Advanced! All updated! ~ [Videos] [Souce Code]
    So right, me being this new original kind of guy decided I would teach modding and java a little bit different then everyone else. Most people bore you with boring tutorials that have nothing to do with each other. I just can't do that. Boring is boring right? So together you and I and everyone else will create a mod. That 's my ingenious idea! That's it! Don't you get it? What better way to teach modding then by creating a mod. Instead of tutorials that have nothing to do with each other, here, each tutorial will build on each other until we have an actual mod. In that way you will learn what it actually takes to build a mod. I hope you enjoy.

    Contents:
    1. A little bit about the mod
    2. Tutorials with source code and in depth explanation (Optional Videos)
    3. How to contact me, mrsal511

    List of tutorials:
    1. The set-up of files and programs - Uploaded
    2. How to create a Block - Uploaded
    3. Making a crafting recipe for that block - Uploaded
    4. Making that block naturally generate - Edited
    5. Making that block more rare - Edited
    6. Creating the Ingot for that block - Filmed
    7. Creating a smelting recipe for that ingot - Filmed

    List of planned tutorials (Subject to Change)
    1. Creating Trees with ores
    2. Creating a new type of grass or rock
    3. Creating a new dimly lit torch
    4. Creating new sets of tools and armour
    5. Creating new materials
    6. Generation (Will take quite a few tutorials)
    7. New Furnaces
    8. New crafting bench
    9. Adding fuel's to furnaces
    10. Etc etc etc.

    A little bit about the mod:

    Imagine a creepy little underground world where the witches hide! It's an evil lair like you have never imagined before. All sorts of weird brewing materials and food.

    Enchantments to die for! All sorts of things never seen to man before! Is this possible? Is it really? YES, in the WitchesHome mod it is. THIS is what you will be creating by

    following my tutorials! It won't seem like it at first, but once we get going it will be sweet. I hope you enjoy: WitchesHome!

    Tutorials:

    1. The set-up of Files and programs:



    2. How to Create a Block



    Source Code:

    mod_#### where #### = the name of your mod
    package net.minecraft.src;
    
    public class mod_WitchesHome extends BaseMod {
    
    public static final Block fuelOre = new BlockFuelOre(150,0).setHardness(15.0F).setResistance(1000.0F).setBlockName("fuelOre");
    
    
    
    public mod_WitchesHome()
    {
    ModLoader.registerBlock(fuelOre);
    fuelOre.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/mod/block/fuelOreBlock.png");
    ModLoader.addName(fuelOre, "Solidified Oil");
    
    }
    
    public String getVersion(){
    return "Witches Home V0.01";
    }
    
    public void load(){
    
    }
    }


    Block#### where #### = the name of your Block
    package net.minecraft.src;
    
    import java.util.Random;
    
    public class BlockFuelOre extends Block
    {
    protected BlockFuelOre(int i, int j)
    {
    super(i, j, Material.iron);
    }
    
    public int idDropped(int i, Random random)
    {
    return mod_WitchesHome.fuelOre.blockID;
    }
    
    }


    3. How to make a crafting recipe for that block




    Source Code:

    mod_#### where #### = the name of your mod
    package net.minecraft.src;
    
    public class mod_WitchesHome extends BaseMod {
    
    public static final Block fuelOre = new BlockFuelOre(150,0).setHardness(15.0F).setResistance(1000.0F).setBlockName("fuelOre");
    
    
    
    public mod_WitchesHome()
    {
    ModLoader.registerBlock(fuelOre);
    fuelOre.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/mod/block/fuelOreBlock.png");
    ModLoader.addName(fuelOre, "Solidified Oil");
    
    
    ModLoader.addRecipe(new ItemStack(fuelOre, 1), new Object[] {
    "XX","XX", Character.valueOf('X'), Block.dirt
    });
    
    }
    
    public String getVersion(){
    return "Witches Home V0.01";
    }
    
    public void load(){
    
    }
    }


    4. Naturally Generating Ore and Blocks




    Source Code:


    mod_#### where #### = the name of your mod
    package net.minecraft.src;
    
    public class mod_WitchesHome extends BaseMod {
    
    public static final Block fuelOre = new BlockFuelOre(150,0).setHardness(15.0F).setResistance(1000.0F).setBlockName("fuelOre");
    
    
    
    public mod_WitchesHome()
    {
    ModLoader.registerBlock(fuelOre);
    fuelOre.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/mod/block/fuelOreBlock.png");
    ModLoader.addName(fuelOre, "Solidified Oil");
    
    
    ModLoader.addRecipe(new ItemStack(fuelOre, 1), new Object[] {
    "XX","XX", Character.valueOf('X'), Block.dirt
    });
    
    }
    
    public void generateSurface(World world, Random rand, int chunkx, int chunkz)
    {
    for(int l = 0; l < 2; l++)
    {
    int i1 = chunkx + rand.nextInt(16);
    int j1 = rand.nextInt(25);
    int k1 = chunkz + rand.nextInt(16);
    int Choose = rand.nextInt(4);
    
    if(Choose == 1)
    {
    (new WorldGenMinable(fuelOre.blockID, 5)).generate(world, rand, i1, j1, k1);
    }
    
    
    }
    
    }
    
    public String getVersion(){
    return "Witches Home V0.01";
    }
    
    public void load(){
    
    }
    }


    Let me explain what this does:
    public void generateSurface(World world, Random rand, int chunkx, int chunkz)
    {
    for(int l = 0; l < 2; l++)
    {
    int i1 = chunkx + rand.nextInt(16);
    int j1 = rand.nextInt(25);
    int k1 = chunkz + rand.nextInt(16);
    
    (new WorldGenMinable(fuelOre.blockID, 5)).generate(world, rand, i1, j1, k1);
    
    }
    
    }

    The first line is basicly what we are calling. Everything inside is setting the parameters and then the last line is what actually does the generating


    Posted in: Tutorials
  • 1

    posted a message on Mrsal511's Modding Tutorials (With Video)
    Quote from diehard362

    were armour tutorial?


    Well tomorrow man is the day I make it. I personally can't wait. I ahd school assignments sneak up on me I had to finish this week. Big projects and essays, but Friday's the day.
    Posted in: Tutorials
  • 24

    posted a message on Mrsal511's Modding Tutorials (With Video)
    Note: *We have a new Forum page for the new series. Visit us there for more up to date tutorials and info!




    Minecraft Tutorials -- 1.4.5 and Above

    **Note: These videos were filmed and rendered in HD. If you can't read the code I write click on the video and change the resolution to 720p.**

    As of Septemeber 19th I am redoing tutorials for 1.3.2 - The following videos are firs ton the list:

    1. How to create a block (REDONE)
    2. How to create an Item (REDONE)
    3. Redstone (ALL NEW)
    4. Glowing blocks (ALL NEW)
    5. Trees (ALL NEW)
    6. Generating Grass type blocks (ALL NEW)
    7. Furnaces (ALL NEW)
    8. Generating in the nether (ALL NEW)
    9. Generating in overworld (REDONE)
    10. Different types of torches (ALL NEW)

    ALL source code will be included with each tutorial as they become redone or are brand new!
    All source code will only be available on this forum!

    Tutorials we have covered already:
    Basic tutorials:
    1. Set-up of MCO
    2. Creating a Basic Mod File
    3. Creating a Block
    4. Creating a Smelting Recipe
    5. Naturally Generating Ore/Mineral/Blocks
    6. Creating a Crafting Recipe
    7. Creating an Item
    8. Getting Different Textures on Different Sides of a Block.
    9. Make Your Mod Ready For Install

    Intermediate tutorials:
    1. Food
    2. Potion Effect with Food
    3. Armor
    4. Tools/Swords
    5. Randomly Generate on the Surface


    Advanced tutorials:
    1. Creating and Customizing Mobs
    2. Custom Biomes
    3. Randomly Generated Structures(Buildings, Objects)


    Basic Tutorials:

    Set-up of MCP:

    **Note: Install Risugami's ModLoader on your minecraft.jar before decompiling for future use with my tutorials. Without ModLoader you will not be able to follow my tutorials. I forgot to mention this in the Set-Up Tutorial.**


    Explanation:
    1. Install ModLoader on your mincraft.jar.
    2. Drag "bin" and "resources" into the jars folder after you have extracted MCP
    3. Decompile the minecraft.jar using "decompile.bat" found in the home directory of MCP

    Java:
    http://www.oracle.co...oads/index.html

    MCP:
    http://mcp.ocean-lab...hp/MCP_Releases

    Eclipse:
    http://www.eclipse.org/downloads/


    Creating a Basic Mod File:


    Explanation:
    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Create a new java class. Name it mod_####.java where #### = name of your mod.
    3. Write in the code shown in the video and save your file.


    Creating a Basic Block:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Create a new java class. Name it Block####.java where #### = name of your Block.
    3.Write in the code shown in the video to both mod_#### and block_#### and save your file
    4. In the next few basic tutorials i will show you how to obtain your block using smelting and crafting recipes as well as naturally generating your ore.



    Creating a Smelting Recipe:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    3. Write in the code shown in the video to mod_#### and save the file.
    4. Now when you smelt planks as shown in the video you get TutorialBlock, but you can change the planks and/or TutorialBlock to anything you please.


    Naturally Generating Ores/Minerals/Blocks:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    3. Write in the code shown in the video to mod_#### and save the file.
    4. Now change the values. "l<##" that means how many veins of that ore will spawn in any chunk where ## = The amount.
    5. Now your block should randomly generate throughout your world.


    How to create a Crafting Recipe:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    3. Write in the code shown in the video to mod_#### and save the file.
    4. Now you should have craftable recipe


    How create an Item:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    3. Write in the code shown in the video to mod_#### and save the file.
    4. Now you should have an item that when you smelt #### block it turns into your item. Where #### = Your choice of block.


    How to get different textures on each side of a block:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    2.5 Also open Block#### where #### = the name of your block
    3. Write in the code shown in the video to mod_#### and Block#### then save the file.
    4. Now you should have a block that could contain at the max 6 different custom side textures.

    **Note: 0 = Bottom, 1 = Top, 2,3,4,5 = Sides**


    How to Make Your Mod Ready For Install:




    1. Open up your MCP mod Directory
    2. Run Recompile.bat
    2.5 Run Reobfuscate.bat
    3. Go into your Reobf folder.
    4. Thoose are the files you must give to anyone to install your mod.

    **Note: Make sure the person willing to install your mod also has Risugami's modloader installed or your mods will not work!**


    Intermediate Tutorials:

    Food:


    How To Create a Food Item:



    1. Open up Eclipse
    2. Open mod_#### where #### = the name of your mod
    3. Edit mod_#### like shown in the video and save it.
    4. Now you should have your food.




    Potion Effects on Food:



    1. Open up Eclipse
    2. Open mod_#### where #### = the name of your mod
    3. Edit mod_#### like shown in the video and save it.
    4. Now you should have your food.





    How to create custom Armor:



    1. Open up Eclipse
    2. Open mod_#### where #### = the name of your mod
    3. Edit mod_#### like shown in the video and save it.
    4. Now you should have your food.



    Tools:

    Swords:

    How to create Swords Simple, but not as compatible with other mods:



    1. Open up Eclipse
    2. Open mod_#### where #### = the name of your mod and EnumToolMaterial
    3. Edit mod_#### and EnumToolMaterial like shown in the video and save it.
    4. Now you should have your sword.

    **Note: This code requires editing of a file included in minecraft. If any other mod uses this file it could overwrite it and mess up some of your mods when using multiple mods. For maximum usgae watch my swords advanced tutorial. It shows you how to not edit that file and still have it all work!**




    How to create Swords Advanced, Totally compatible with other mods:


    **Note: This tutorial uses code found in the simple version. This tutorial is just an add on to increase compatibility and customization.**


    1. Open up Eclipse
    2. Open mod_#### where #### = the name of your mod and create files Item$$$$Sword and Enum$$$$ToolMaterial where $$$$ = the name of your material or group of materials.
    3. Edit all the files as shown in the video and save it.
    4. Now you should have your sword with maximized compatibility





    How to create Tools such as pickaxe's shovels, axe's and hoes:


    **Note: This tutorial uses code found in the Sword Advanced Tutorial.**


    1. Open up Eclipse
    2. Open/create the files used in this video.
    3. Edit all the files as shown in the video and save it.
    4. Now you should have all your tools!





    How to randomly Generate ore/blocks on the surface of the world:



    1. Open up Eclipse
    2. Open/create the files used in this video.
    3. Edit all the files as shown in the video and save it.
    4. Now you should have our ore generating on the surface of the world!




    Advanced Tutorials:


    How to Create Friendly and Hostile Mobs:


    **Note: Watch these tutorials in order**

    How to use Techne to Design Your Mob:




    1. Open up Techne
    2. Open up Pixlr.com or your favorite image editor
    3. Edit your mob and then export it as a texture map to edit the texture
    4. Once your done editing the texture export your mob as JAVA.

    Techne:
    http://www.minecraft...oking-for-help/

    How to Create a Hostile Mob Using Your Techne Design:




    1. Open up Eclipse
    2. Create 3 new files: Model####, Entity####, Render#### where #### is the name of your mob
    2.5 Open mod_#### where #### is the name of your mod. Also open ####.java where #### = the name you named your JAVA file when you exported it out of TECHNE
    3. Edit all 5 files like done in the video and save them.
    4. Now you should have a hostile mob that acts like a zombie


    How to Create a Friendly Mob Using Your Techne Design and Some of the Hostile Mob Code:




    1. Open up Eclipse
    2. Open mod_#### where #### is the name of your mod. Also open Model####, Entity####, Render#### where #### is the name of your mob.
    3. Edit all 4 files like done in the video and save them.
    4. Now you should have a friendly Mob that acts like a cross between a pig and cow.

    In Depth: How to customize what your Mob drops when it is killed:




    1. Open up Eclipse
    2. Open Entity#### where #### is the name of your Mob
    3. Edit the file as shown in the video and save it.
    4. Now you should have a friendly Mob that you can customize what it drops when it is killed.

    More Mob Tutorials Coming Soon, don't fret to leave a comment on what Mob tutorials you would like to see!


    How to Create Custom Biomes:




    1. Open up Eclipse
    2. Edit the four files found in the video and save
    3. Now you should have your custom biome!

    Randomly Generated Structures:


    Randomly Generating Buildings:

    Randomly Generating Buildings Part 1 - The Generation:


    1. Open up Eclipse
    2. Edit the two files shown
    3. Now you should watch part 2


    Randomly Generating Buildings Part 2 - Safety Checks Video 1:


    1. Open up Eclipse
    2. Edit WorldGenSpawn as shown in the video
    3. Now you should watch part 3

    Randomly Generating Buildings Part 3 - Safety Checks Video 2:


    1. Open up Eclipse
    2. Edit WorldGenSpawn as shown in the video
    3. Now you should watch part 4

    Randomly Generating Buildings Part 4 - Filling in Below:


    1. Open up Eclipse
    2. Edit WorldGenSpawn as shown in the video
    3. Now you should watch part 5

    Randomly Generating Buildings Part 5 - Install Sequence:


    1. Open up Eclipse
    2. Edit WorldGenSpawn as shown in the video
    3. Now you should watch part 6

    Randomly Generating Buildings Part 5 - Windows:


    1. Open up Eclipse
    2. Edit WorldGenSpawn as shown in the video
    3. Now you should watch part 6

    Randomly Generating Structures General Code:


    1. Open up Eclipse
    2. Edit the two files shown
    3. Now you should have your custom object spawning randomly in your world!


    Pyramids:


    1. Open up Eclipse
    2. Edit the two files shown
    3. Now you should have your custom object spawning randomly in your world!

    **Note: This video shows how to do it with pyramids. You CAN acomplish the same task using a bunch of setBlockWithNotify statements, but that way is very boring and does not teach you ANYTHING. Using my way you learn all about algorithms, for loops, and how to have fun while coding.

    It does get a little big confusing especially for the beginner. So if this is your FIRST tutorial maybe you should try a simpler one first.

    If you don't want to generate a pyramid, but instead just want to know how to generate randomly just use the Mod_### code where ### = the name of your mod. You still have to create the second file, but you would code that file totally different depending on your structure.

    Thanks for watching!**

    Posted in: Tutorials
  • 3

    posted a message on [ModLoader with MC 1.1] How to Make a Mod Tutorials
    Minecraft Tutorials -- 1.1 and Above


    Please visit my new forum post for 1.2 tutorials. Link can be found HERE




    Not quite sure what happened to my other thread. It sort of just disapeared! That's annoying.
    Anyways this is version 2. mrsal511's basic to advanced etc etc was a test run. This is the real deal.

    **Note: These videos were filmed and rendered in HD. If you can't read the code I write click on the video and change the resolution to 720p.**

    For sure the next tutorials I will make on the Weekend are Tools and Armor. Those will hopefully be up by March 1st. Or at least one of them will be up. I also hope to make a tutorial on spawning whole buildings and biomes in the world fairly soon. As well a few more MOB tutorials might be coming up.

    The next tutorials I will make during the week. Fire, Flowers, Torchs.

    This amount of tutorials should last until the first week of March. Thanks for Watching! :D



    Tutorials we have covered already:
    Basic tutorials:
    1. Set-up of MCO
    2. Creating a Basic Mod File
    3. Creating a Block
    4. Creating a Smelting Recipe
    5. Naturally Generating Ore/Mineral/Blocks
    6. Creating a Crafting Recipe
    7. Creating an Item
    8. Getting Different Textures on Different Sides of a Block.
    9. Make Your Mod Ready For Install

    Intermediate tutorials:
    1. Food
    2. Potion Effect with Food


    Advanced tutorials:
    1. Creating and Customizing Mobs


    Basic Tutorials:

    Set-up of MCP:

    **Note: Install Risugami's ModLoader on your minecraft.jar before decompiling for future use with my tutorials. Without ModLoader you will not be able to follow my tutorials. I forgot to mention this in the Set-Up Tutorial.**


    Explanation:
    1. Install ModLoader on your mincraft.jar.
    2. Drag "bin" and "resources" into the jars folder after you have extracted MCP
    3. Decompile the minecraft.jar using "decompile.bat" found in the home directory of MCP

    Java:
    http://www.oracle.co...oads/index.html

    MCP:
    http://mcp.ocean-lab...hp/MCP_Releases

    Eclipse:
    http://www.eclipse.org/downloads/


    Creating a Basic Mod File:


    Explanation:
    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Create a new java class. Name it mod_####.java where #### = name of your mod.
    3. Write in the code shown in the video and save your file.


    Creating a Basic Block:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Create a new java class. Name it Block####.java where #### = name of your Block.
    3.Write in the code shown in the video to both mod_#### and block_#### and save your file
    4. In the next few basic tutorials i will show you how to obtain your block using smelting and crafting recipes as well as naturally generating your ore.



    Creating a Smelting Recipe:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    3. Write in the code shown in the video to mod_#### and save the file.
    4. Now when you smelt planks as shown in the video you get TutorialBlock, but you can change the planks and/or TutorialBlock to anything you please.


    Naturally Generating Ores/Minerals/Blocks:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    3. Write in the code shown in the video to mod_#### and save the file.
    4. Now change the values. "l<##" that means how many veins of that ore will spawn in any chunk where ## = The amount.
    5. Now your block should randomly generate throughout your world.


    How to create a Crafting Recipe:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    3. Write in the code shown in the video to mod_#### and save the file.
    4. Now you should have craftable recipe


    How create an Item:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    3. Write in the code shown in the video to mod_#### and save the file.
    4. Now you should have an item that when you smelt #### block it turns into your item. Where #### = Your choice of block.


    How to get different textures on each side of a block:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    2.5 Also open Block#### where #### = the name of your block
    3. Write in the code shown in the video to mod_#### and Block#### then save the file.
    4. Now you should have a block that could contain at the max 6 different custom side textures.

    **Note: 0 = Bottom, 1 = Top, 2,3,4,5 = Sides**


    How to Make Your Mod Ready For Install:




    1. Open up your MCP mod Directory
    2. Run Recompile.bat
    2.5 Run Reobfuscate.bat
    3. Go into your Reobf folder.
    4. Thoose are the files you must give to anyone to install your mod.

    **Note: Make sure the person willing to install your mod also has Risugami's modloader installed or your mods will not work!**


    Intermediate Tutorials:

    Food:


    How To Create a Food Item:



    1. Open up Eclipse
    2. Open mod_#### where #### = the name of your mod
    3. Edit mod_#### like shown in the video and save it.
    4. Now you should have your food.




    Potion Effects on Food:



    1. Open up Eclipse
    2. Open mod_#### where #### = the name of your mod
    3. Edit mod_#### like shown in the video and save it.
    4. Now you should have your food.





    Advanced Tutorials:


    How to Create Friendly and Hostile Mobs:


    **Note: Watch these tutorials in order**

    How to use Techne to Design Your Mob:




    1. Open up Techne
    2. Open up Pixlr.com or your favorite image editor
    3. Edit your mob and then export it as a texture map to edit the texture
    4. Once your done editing the texture export your mob as JAVA.

    Techne:
    http://www.minecraft...oking-for-help/

    How to Create a Hostile Mob Using Your Techne Design:




    1. Open up Eclipse
    2. Create 3 new files: Model####, Entity####, Render#### where #### is the name of your mob
    2.5 Open mod_#### where #### is the name of your mod. Also open ####.java where #### = the name you named your JAVA file when you exported it out of TECHNE
    3. Edit all 5 files like done in the video and save them.
    4. Now you should have a hostile mob that acts like a zombie


    How to Create a Friendly Mob Using Your Techne Design and Some of the Hostile Mob Code:




    1. Open up Eclipse
    2. Open mod_#### where #### is the name of your mod. Also open Model####, Entity####, Render#### where #### is the name of your mob.
    3. Edit all 4 files like done in the video and save them.
    4. Now you should have a friendly Mob that acts like a cross between a pig and cow.

    In Depth: How to customize what your Mob drops when it is killed:




    1. Open up Eclipse
    2. Open Entity#### where #### is the name of your Mob
    3. Edit the file as shown in the video and save it.
    4. Now you should have a friendly Mob that you can customize what it drops when it is killed.

    More Mob Tutorials Coming Soon, don't fret to leave a comment on what Mob tutorials you would like to see!


    You can also follow me on twitter! @mrsal511

    I'll try to reply to all of you ASAP if you have questions. I'm more likely to realize I have a reply if you comment on my videos because I'm on Youtube quite a bit, but if you can't do that feel free to reply to this post.
    Plans:

    I'm open to suggestions for more beginner tutorials.

    The Intermediate tutorials I have planned are: Armor, Tools, and Redstone Input Function on Blocks.

    The Advanced tutorials I have planned are custom biomes, custom trees, and more Mob Tutorials.



    If you have any suggestions on tutorials or features you would like to add to your mod feel free to message me on Youtube or reply to this post. I'll use my limited knowledge of java to try and help you.
    Posted in: Tutorials
  • 1

    posted a message on [ModLoader with MC 1.1] How To Make a Mod Tutorials
    This is version 2 of my tutorials thread. My first was sort of a test run. This will be the real deal.

    Minecraft Tutorials -- 1.1 and Above


    **Note: These videos were filmed and rendered in HD. If you can't read the code I write click on the video and change the resolution to 720p.**

    Basic Tutorials:

    Set-up of MCP:

    **Note: Install Risugami's ModLoader on your minecraft.jar before decompiling for future use with my tutorials. Without ModLoader you will not be able to follow my tutorials. I forgot to mention this in the Set-Up Tutorial.**


    Explanation:
    1. Install ModLoader on your mincraft.jar.
    2. Drag "bin" and "resources" into the jars folder after you have extracted MCP
    3. Decompile the minecraft.jar using "decompile.bat" found in the home directory of MCP

    Java:
    http://www.oracle.com/technetwork/java/javase/downloads/index.html

    MCP:
    http://mcp.ocean-labs.de/index.php/MCP_Releases

    Eclipse:
    http://www.eclipse.org/downloads/


    Creating a Basic Mod File:




    Explanation:
    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Create a new java class. Name it mod_####.java where #### = name of your mod.
    3. Write in the code shown in the video and save your file.



    Creating a Basic Block:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Create a new java class. Name it Block####.java where #### = name of your Block.
    3.Write in the code shown in the video to both mod_#### and block_#### and save your file
    4. In the next few basic tutorials i will show you how to obtain your block using smelting and crafting recipes as well as naturally generating your ore.


    Creating a Smelting Recipe:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    3. Write in the code shown in the video to mod_#### and save the file.
    4. Now when you smelt planks as shown in the video you get TutorialBlock, but you can change the planks and/or TutorialBlock to anything you please.


    Naturally Generating Ores/Minerals/Blocks:




    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    3. Write in the code shown in the video to mod_#### and save the file.
    4. Now change the values. "l<##" that means how many veins of that ore will spawn in any chunk where ## = The amount.
    5. Now your block should randomly generate throughout your world.



    Creating a Crafting Recipe:



    1. Open Eclipse and switch your workspace to the eclipse folder in your MCP Directory
    2. Open up mod_#### where #### = the name of your mod
    3. Write in the code shown in the video to mod_#### and save the file.
    4. Now your crafting recipe should work.

    Creating an Item:


    The video is not uploaded yet.

    I have a new Twitter Account, follow if you would like updates. @mrsal511

    I'll try to reply to all of you ASAP if you have questions. I'm more likely to realize I have a reply if you comment on my videos because I'm on Youtube quite a bit, but if you can't do that feel free to reply to this post.

    Plans:

    I already have Item, and crafting tutorials filmed. Because it's 10:28 at night here I think I'll take a break. I'll edit and upload them first thing tommorow. I also have a few bonus videos planned.

    The last few advanced tutorials I have planned are: Crafting Recipes(I haven't done this yet because it was giving me weird bugs), Items, armor, and tools.

    The Advanced tutorials I have planned are custom biomes, custom trees, redstone input function on blocks, custom crops, and mobs.



    If you have any suggestions on tutorials or features you would like to add to your mod feel free to message me on Youtube or reply to this post. I'll use my limited knowledge of java to try and help you.
    Posted in: Tutorials
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