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intermediateuser

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    I am slowly returning to this whole modding bit.

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  1. Thanks for the reply! But you didn't seem to include the link... haha I'm trying to make a mod that adds a few mobs, some items, and changes the difficulty a bit, among other things. I already have this mod working in Minecraft 1.5, but it's been about three years since I modded Minecraft so I'm trying to get back into it.
  2. So the state of things in the modding community seems to be that all the information we need IS out there, but none of it is easily located and 95% of it is outdated. This makes getting started modding (or in my case, returning to it) very hard! Discouragingly hard. Thing is, I know Java, too. I just don't know how Forge and Minecraft connect and how it all looks and works in Eclipse. But I realize this is very BASIC information! I simply need some page or tutorial that shows me how to get a mod even started once I already have Eclipse set up. Most "Getting Started" guides only show how to setup Eclipse and Forge, and then figuring things out from there is a matter of Googling and reading through these forums for hours piecing together outdated information to hopefully come up with a working solution. Am I the only one feeling this way? Is there, by this point, some up-to-date resource that actually covers the simple things, so that I just get my foot in the door? Surely there exists one, at least, and I'm simply not aware of it?
  3. Thank you! Is there a resource somewhere that can tell me what files I need to create to get things going now that I have Eclipse set up? The Getting Started Guide doesn't actually address how to get started, once you've got Eclipse set up. I just need to know where to start coding, and what code is expected to start... Or, if I wanted to use my existing code from three years ago, how do I get the files into THIS project? Where do I put them and how do I get Minecraft to recognize it all as a mod when I hit the green play button?
  4. I'm all set up to begin! My project window: I can even click the green play button and have it launch Minecraft 1.11. Awesome! But, what now? Where do I start writing my code so that Minecraft can recognize it as a mod? I don't know which of these files to edit, or what files to create. Note: I've made mods for Minecraft 1.5, but that was more than three years ago and things were different then... The Getting Started Guide isn't too helpful, as it doesn't address how to actually get started once you've set up Eclipse.
  5. I have a mod I was working on just about 3 years ago, in Minecraft 1.5. Recently I have figured out how to get Eclipse and Forge working again, and I still have the 1.5 project. How can I make Eclipse launch Minecraft 1.11 using my mod when I press the green "play" button in the workspace? Or... better yet, what's the best set of steps I need to take to get my 1.5 mod code INTO a 1.11 project? I'm not asking for specifics on code, just how to set up my workspace so I can actually start re-coding my mod.
  6. So would a lot of us, I think. I didn't know that Forge had been updated yet (to a stable point.) Ah, I see. I wasn't sure how quickly things would be updated. I've done some digging around and found LexManos' twitter, and read the changelogs and such, but there are no update nor fresh install instructions to speak of. Is there anywhere else, that you know of which I as a new modder do not, that I should be keeping tabs for information on when I can start updating my mod?
  7. I'm new to modding in Forge, and now that I have a working 1.5.2 mod I'd like to know how I'd go about updating it to work with Minecraft 1.6.
  8. How would I get a block the player's cursor is on, the distance to that block, and whether or not the player is targeting the top of the block?
  9. lmao after your post i had to check for it in the code, and yup, there's something going on here with cows and solar energy. I apologize for posting without bringing any knowledge on how to address this issue to the table... ObsequiousNewt's reaction was too intriguing not to take a peek. Ah, man, that's funny.
  10. If you're making custom blocks, it might be a good idea to consider what number range you're using for their ID's. When an Enderman tries to pick up one of your blocks, it will check the block's ID (that you gave it) against an array of blocks it is allowed to carry. The array itself has a set size of 256; if your ID's go beyond 255 127* (because 0 is one of the 256 indices), and an Enderman tries to pick up one of your blocks, the game will crash with an "index out of bounds" error. It's a rare occurrence, of course; I just thought I'd mention it to help anybody who might be searching for a solution, or just starting out. Happy code wrangling! *Edit: As Draco pointed out below, the bug has been reported and it appears that the number you cannot go above is 127, rather than 255. Still, here's hoping this helps someone out.
  11. What's the basic structure for this? I was going to just copy BlockDoor and ItemDoor and work with that, but in the process of doing so I came across EnumHelper.addDoor(). This leads me to think Forge has an easy way to add doors, but aside from this one clue I don't see how. Should I just go with my original method, or should I utilize whatever method Forge has intended for this—and if the latter, how?
  12. I actually just did that in the past day or two. Thread on it here: http://www.minecraftforge.net/forum/index.php/topic,9363.msg47345.html#msg47345
  13. Got it. Mouse 3 (middle click, usually) is assigned integer -98 in the keybindings. So if you're looking for a particular "key" in your code where you would normally use Keyboard.KEY_whatever (which is actually just a fancy name for an integer assigned to that key), you'd simply type "-98" (without the quotes, of course). I figured this out by having another key call this when pressed: System.out.println(Minecraft.getMinecraft().gameSettings.keyBindPickBlock.keyCode); You can get any of the game's keybindings that way (though I don't imagine you'd need to except if you were looking for mouse buttons). Just be sure to delete the above line of code when you've got the information you need. Huh. Just noticing that I used a lot of parenthesis in this post (and that's probably okay).
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