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REDX36

Forge Modder
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  1. I wrote this tutorial on making an ANT build script for Forge/MCP: This tutorial is about creating an ANT build script to easily produce .zip's of your mod. Step 1: Install ANT. On Mac/Linux, it should be already installed, but on Windows, you need to download it from http://ant.apache.org/bindownload.cgi. Step 2: Create a file build.xml in your Forge workspace (/forge, not /forge/mcp). If you have your code in a Github repository elsewhere in the hierarchy, put it there, I will tell you how to make it work later. Step 3: Fill build.xml with these contents, and edit anywhere that has {STUFF}. <?xml version="1.0" encoding="UTF-8" ?> <project name="{NAME}" basedir="{Root direcotry, use ../'s to move up to the Forge workspace if you use a Github repository that is elsewhere.}" default="build"> <target name="build"> <delete dir="build" /> <delete dir="mcp/reobf" /> <mkdir dir="build" /> <exec executable="recompile.bat" dir="mcp" resolveexecutable="true" osfamily="windows"></exec> <exec executable="reobfuscate.bat" dir="mcp" resolveexecutable="true" osfamily="windows"></exec> <exec executable="recompile.sh" dir="mcp" resolveexecutable="true" osfamily="unix"></exec> <exec executable="reobfuscate.sh" dir="mcp" resolveexecutable="true" osfamily="unix"></exec> <copy todir="build"> <fileset dir="mcp/reobf/minecraft" excludes=".git/**" /> <fileset dir="mcp/src/minecraft/{PATH TO PACKAGE}"> <exclude name=".git/**"/> <exclude name="**/*.java"/> <exclude name="**/*.xml"/> </fileset> </copy> <zip destfile="build/{NAME OF ZIP}.zip"> <fileset dir="build" /> </zip> </target> </project> Step 4: To run this script, run the command 'ant' in the directory it is located.
  2. I never said it was only on the island, its only in about a chunks area on the island, now here else on the island.
  3. I have code that DOES generate the ore (In the END), but only in one spot in the island. Nowhere else. Code: package redx36.enderite; import java.util.Random; import net.minecraft.src.BiomeGenBase; import net.minecraft.src.IChunkProvider; import net.minecraft.src.World; import cpw.mods.fml.common.IWorldGenerator; public class EnderiteWorldGenerator implements IWorldGenerator { @Override public void generate (final Random random, final int X, final int Z, final World world, final IChunkProvider chunkGenerator, final IChunkProvider chunkProvider) { if (world.getBiomeGenForCoords(X, Z).biomeName.equalsIgnoreCase(BiomeGenBase.sky.biomeName)) { for (int i = 0; i < 10; i++) { new WorldGenEndMinable(Enderite.enderiteOre.blockID, 4).generate(world, random, X + random.nextInt(16), random.nextInt(128), Z + random.nextInt(16)); } } } } WorldGenEndMineable is exactly the same as WorldGenMineable except is uses end stone instead of stone as the replaceable block. And the finals you see dont change code function at all.
  4. It works! Just have to ballence out the vein size, and make sure that the ender dragon doesnt destroy the ore.
  5. As a Java programmer I know that the final keyword in those places changes nothing; I have Eclipse place them automatically. And it just doesnt place the ore, I added system.outs to output the xyz coords whenever the generate method was called, and they came up, but no ores or veins showed up at those coords, in the overworld nor the end.
  6. It did not work :[ This is my code: package redx36.enderite; import java.util.Random; import net.minecraft.src.IChunkProvider; import net.minecraft.src.World; import net.minecraft.src.WorldGenMinable; import cpw.mods.fml.common.IWorldGenerator; public class EnderiteWorldGenerator implements IWorldGenerator { @Override public void generate (final Random random, final int chunkX, final int chunkZ, final World world, final IChunkProvider chunkGenerator, final IChunkProvider chunkProvider) { if (world.provider.dimensionId == 1) { for (int i = 0; i < 30; i++) { final int randPosX = chunkX + random.nextInt(16); final int randPosY = random.nextInt(64); final int randPosZ = chunkZ + random.nextInt(16); new WorldGenMinable(Enderite.enderiteOre.blockID, 10).generate(world, random, randPosX, randPosY, randPosZ); } } } }
  7. Thanks, both, I can definetly check how to do that, but is there no WorldGenEndstone or anything?
  8. Thats basically it, I have no idea how. I am also not at all familiar with world generation in the first place.
  9. Perhaps both will be compatible? And if both are present, it will use the @Mod instead.
  10. Is it compatible with 1.3.1 and MCP 7.0?
  11. I saw that forge was updated, silently. Should I use this latest build or wait until it is recommended?
  12. This is only a pre-release, full version coming out soon. (http://mcp.ocean-labs.de/index.php/MCP_Releases#MCP_7.0_prerelease)
  13. Unfortunately it doesn't fly too high in reddit: Users practically worship Dinnerbone.
  14. So Dinnerbone is starting his work on the official API ( ), what does this mean for Forge? Alot of forge modders have shown resentment over a whole new system, how do you feel? Will you keep using Forge? Fight to make the official API like Forge?
  15. Im not quite sure you understand what he's doing...

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