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    posted a message on Age of Stones - New realistic mod that improves minecraft Survival!

    By default, wooden tools cannot be crafted and it hurts to harvest wood by hand. You can still harvest wood unless you turn that off in the config. In that case, break leaves to get sticks.

    That is on the page I linked to, and it describes how to change the percent chance of sticks-from-leaves in the config

    Posted in: Requests / Ideas For Mods
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    posted a message on Age of Stones - New realistic mod that improves minecraft Survival!

    Look at my mod Flint Instead of Wood for a few of these features (the config lets you cancel breaking wood without an axe, but that is turned off by default)


    It's not a perfect fit, but it's something :D

    Posted in: Requests / Ideas For Mods
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    posted a message on Can We Start a Thorough List of Really Good Modding Tutorials and Examples?

    Add Jabelar's tutorials, they are mostly for 1.8+ but cover some things that are the same between 1.7.x and 1.8+

    He also links to 4 other tutorial pages on that main page I linked to.


    I also have 2 small structure gen tutorials -- basics and complex structures.

    Posted in: Modification Development
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    posted a message on [1.8.x and 1.9] Complex Structure Generation Tutorial
    Quote from danielcode7»

    Thanks for the tutorial. It's very helpful, since there is not so many tutorials covering this topic.

    I just want to ask... what if you need a bigger structure? setting all its blocks positions on those arrays would be a nightmare :P

    I really like your tutorial and I'm using it. Thanks dude:)


    Well, there's always shortcuts you can use -- making methods that build similar parts of the structure, such as a wall, using for-loops. A lot of this depends on exactly what you are doing, so improvise when you can :D
    Posted in: Mapping and Modding Tutorials
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    posted a message on Multiple Biomes in the same Dimension?

    I have a 1.7.10 workspace here for a multi-biome dimension -- you need a GenLayer class, a GenLayerBiomes class, a ChunkProvider (mine is a copy of the vanilla chunk provider without the stronghold gen), and a WorldChunkManager that uses that ChunkProvider.


    It's a lot of stuff altogether. You can also see this in the Lots O' Mobs GitHub.

    Posted in: Modification Development
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    posted a message on Should I use metadata for my item?

    In 1.8+ it takes a lot more work with the JSON files, but it's pretty easy in 1.7.10 to make items change texture based on metadata. I do it in my Nomadic Tents mod, with one tent item using metadata for 9 different textures and behaviors.


    For best results, override getUnlocalizedName(ItemStack stack) to return super.getUnlocalizedName(stack) + "." + variant where variant is some unique String for each metadata value.

    Also override getSubItems to add an ItemStack to the list for each metadata value (this is used for creative-tabs), and call this.setHasSubtypes(true) in the constructor.


    Because 1.7.10 uses IIcons, override registerIcons and getIconFromDamage along with an IIcon[ ]


    You can see all of this here.

    Posted in: Modification Development
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    posted a message on Advice for a starter?

    When I started modding, I had experience in C (not C++) but not Java. I googled tutorials and started by blindly following exactly what they said. Once I had learned enough about both Java and Forge, I ventured past the "basic block" realm and into the world of entities, models, entity AIs, biomes and dimensions.


    It worked out fine for me. My first mod was just for practice and my first released mod is still a huge hit. I released it after 3 and a half months of Java and modding, self-taught over the summer.


    For you, I would recommend you just dive in. Start with the basics so you really know what you're doing, and ask for help if you need it. Some excellent tutorial pages include bedrockminer, Jabelar, and the other tutorials linked to by Jabelar on his page. bedrockminer's page is the easiest to navigate, but all the tutorials can be helpful.

    Also, keep in mind that modding for 1.8.x through 1.10.x is very similar and tutorials for any should be adaptable with each other. Tutorials for 1.7.10 are not as applicable to new versions of Minecraft, but some things like event handling don't really change. See here for a discussion of which version to use for your first mod.

    Posted in: Modification Development
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    posted a message on The Modding Trials

    Thanks for spreading the word Leviathan143 :D

    This looks fun -- I wonder if I can come up with a decent mod idea by then.

    Posted in: Modification Development
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    posted a message on Easily rotate whole body of player

    You could use GL11 rotation ( GL11.glRotatef(rotationDegrees, 0.0F, 1.0F, 0.0F); ), but I'm not sure if that work without pushing a matrix. And then you'd have to figure out when to pop it.

    Posted in: Modification Development
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    posted a message on Retrieving which block broke from BreakEvent

    I recommend you read through this tutorial on metadata in blocks (ie, properties) for 1.8+ if you still do not understand the concept.


    Also, if you actually look at BlockOldLog.java and BlockNewLog.java you will see that the VARIANT property in each is initialized with all the values in BlockPlanks.EnumType. This is largely to re-use code -- why add an enum for BlockOldLog AND BlockNewLog AND BlockPlanks if all 3 will be identical?

    Posted in: Modification Development
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