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Everything posted by intermediateuser

  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community seems to be that all the information we need IS out there, but none of it is easily located and 95% of it is outdated.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
  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
  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
  14. Quite logical! And I have looked into that. It is not as straightforward as the keyboard stuff. Thus I asked here. Well then.. I have no idea Try looking through source code... But have fun with that. Haha, well, thanks. I'll post here if I find anything. In the meantime, if anyone else knows, please feel free to race me to posting the solution.
  15. Quite logical! And I have looked into that. It is not as straightforward as the keyboard stuff. Thus I asked here.
  16. So I know how to set a keybinding already. When I'm looking for the G key, for example, I'd use Keyboard.KEY_G What if I'm looking for Mouse Button 3? The game already uses it for "Pick Block" (so I know it's possible) but Pick Block is essentially useless in the Survival game type so I'd like to have my mod remap it to something more useful.
  17. Solved. The entity (in this case, EntityExplodets) must be registered in the base mod class. I added the following code and now it's displaying properly. EntityRegistry.registerModEntity(EntityExplodets.class, "Explodets", 49, this, 80, 3, true); LanguageRegistry.instance().addStringLocalization("entity.Explodets.name", "Explodets"); I'm not certain, currently, that the second line is needed, but I added it anyway. Happy code wrangling!
  18. I'm trying to emulate a thrown item, the snowball. The item I made shows up in game, can be held in hand, and on right-click gets thrown properly, but the projectile is invisible. I know it impacts because it explodes in-world. But the item does not render in-world. I've seen tutorials for this, and other posts in this forum, but all these tutorials and posts use their own models as the entity to render. I simply want to render the sprite and have that thrown, the way the snowball does. I've copied the snowball's code almost exactly (changing only what needs to be changed), but t
  19. Alright, figured it out. The texture bound to the renderEngine (using this.mc.renderEngine.bindTexture()) must be a 256x256 texture. I made such a large, transparent texture (an item sheet) and pasted my item's icon into the top left 32x32 16x16 part of it (the first "slot" on the item sheet), and the icon renders properly on the main HUD now. This seems like a bit of a roundabout way to do it... though I do suppose it will be useful to have this item sheet if I need to do many such things later with the mod. If anyone knows of a more direct way, to do it, I'd be happy to he
  20. This seems fairly simple, but it's taken up quite a bit of my time. I'd like to render an item on the game's main hud, but this code isn't working: package x.thealphaelement.eventhandlers; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.Gui; import net.minecraft.client.gui.GuiIngame; import net.minecraft.client.renderer.entity.RenderItem; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraftforge.client.event.RenderGameOverlayEvent; import net.minecraftforge.client.event.Ren
  21. I have some code that is rendering icons on a gui, like so: // Fishing Rod vendorStack = new ItemStack(Item.fishingRod); itemRenderer.renderItemAndEffectIntoGUI(this.fontRenderer, this.mc.renderEngine, vendorStack, k+20, l+81); I'd like to also render Potion of Healing II and perhaps other potions on this gui, but I can't figure out how to make an ItemStack as the specified potion.
  22. Alright, finally got it. My CommonProxy class didn't have container information in it. I added this to my CommonProxy class: @Override public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { TileEntity tileEntity = world.getBlockTileEntity(x, y, z); if (tileEntity != null) { switch(ID) { case 0: return new ContainerMerchantBlock(player.inventory, (TileEntityMerchantBlock)tileEntity); // your Containers go here } } return null; } I was mistakenly under the impression that a "server GUI element" (as in the method's na
  23. Yeah I'm following your post and reading your updates. Thanks for posting here to let me know in case I wasn't, though. Here's something I just tried, and it's produced some interesting information. In your Container class, try adding this method: public ItemStack slotClick(int par1, int par2, int par3, EntityPlayer par4EntityPlayer) { par4EntityPlayer.addChatMessage("clicky " + par1 + " " + par2 + " " + par3); super.slotClick(par1, par2, par3, par4EntityPlayer); return new ItemStack(Item.wheat); } The wheat is just a placeholder ItemStack to satisfy the return requiremen
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