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Mazetar

Forge Modder
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Everything posted by Mazetar

  1. Hi! I'm just playing around with some power blocks for the fun of it. I have created three blocks and set them up as normal blocks. public final static Block blockGenerator = new BlockGenerator(450); public final static Block blockPowered = new BlockPowered(555); public final static Block blockCable = new BlockCable(632); And inn the Load method I do the following: GameRegistry.registerBlock(blockPowered, "poweredBlock"); LanguageRegistry.addName(blockPowered, "Powered Block"); GameRegistry.registerBlock(blockCable, "CableBlock"); LanguageRegistry.addName(blockCable, "A simple Cable"); GameRegistry.registerBlock(blockGenerator, "GenBlock"); LanguageRegistry.addName(blockGenerator, "Generator Block"); However in the game, the tooltips for all 3 is the same as the last one "Generator Block". If I rearrange them, the result it that it's always the last name to be called with the .addName method which is given to all 3 of them. Why would this be?
  2. Yeah that's a work around for it but the correct place is inside the \forge\mcp\src\Minecraft\mods\ folder. See AtomicStryker's Guide to ICONS AND BLOCK TEXTURES for 1.5 There he explains it quite well So inn the end a block texture should for working inn eclipse be at this path: Now if you have the textures folder, then create a folder inside your .zip file and name it "mods". Then inside mods create a new folder called "YOURMODNAMEHERE" Put the textures folder inside that new folder and you are good to go. ofcourse "YOURMODNAMEHERE" must be replace to whatever your mod descriptor is. Like you had when you registered the icons and textures as on the line below: iconRegister.registerIcon("YOURMODNAMEHERE:BlockCool"); Resulting inn this directory structure for your zip file: kauan.zip |-ModName <- The folder you already have with all your files etc. |-mods |-YOURMODENAMEHERE |-textures |-blocks |-BlockCool.png |-Block2Cool.png |-items
  3. When I come to think of it, the blockID of your block would still be wrong if you set it like I did above. If you instead do: public static final Block stemBlock; @Init public void load(FMLInitializationEvent event) { Block.blocksList[104] = null; // Makes the spot free for the new block to enter. stemBlock = new StemBlock(104); I couldn't test this as I'm not at my own computer now but I guess that would work Then you call the constructor for your New StemBlock correctly and it should get setup with the correct BlockID aswell.* yeah that would probably work but it would be redundant because the blockList will already contain that block there after evaluating the right side of '='. Since that makes it call the constructor of BlockDerp which calls the Block's constructor and sets blockList[164] = this; (the new BlockDerp it self)
  4. Inn your main mod file: @Init public void load(FMLInitializationEvent event) { Block.blocksList[104] = new StemBlock(632); Block.blocksList[632] = null; // Frees the double used slot. } I tried first with the ID 4, but that crashed my mc. However testing with ID 104 worked perfectly. I got my custom block instead of the original when using pumpkin seeds etc. So it seems to work. This of course swaps out the original pumpkin stem so any mods that does things to the pumpkin stem will not do anything to your's etc. and if someone else does the same thing, only the last one will get into the blockList ofcourse.
  5. Never a problem But what kind of functionality do you need for your maps, aka. what is it you wanted to have modded into it?
  6. Ah I see, well since Forge is not ModLoader, you don't need to name the main mod file mod_* anymore Now I'd recommend you first create a regular block, and do some simpler things before you jump right into world gen Actually before anything you need to learn to setup your forge mod's essential files, without these the mod will not even get recognized by forge and thereby nothing will execute which means nothing will happen. Heres a great place to start for you: http://www.minecraftforge.net/wiki/Basic_Modding
  7. I assume you currently have them inn MCP_Directory/src/Minecraft/mods/MODNAME/ etc. Then you just copy the mods folder and the containing MODNAME folder with all it's contents into your zipfile. So you get this: kauan.zip | | - mods/MODNAME/ <--- Here! Same folder structrue from here on as you had inn the MCP folder. Edit: As for tutorials you could follow the Basic modding series, and then take a look at wuppy's tutorials
  8. What makes you say that? I believe there's no such thing as a Forge Mod Creator, at least I haven't heard of one. I'd still tell you to follow the CS106 route, the professor is quite friendly and fun It shouldn't take you too long and will introduce you to the basics. Also why do you need a forge one anyways? As you won't be into the API yourself why is it important that it's forge inn the background? And lastly what exactly do you need for your adventure maps? What functionality?
  9. And what happens if you try to create a new world?
  10. Making the Blockbetterstone inherit from Block is the way you do with all blocks? I'm not sure I follow what you mean Shaken_U
  11. The Path variable is just a line telling windows where to find this java thingy, when you(or a program) tries to do java commands. It's quite easy to fix the problems which may ensue due to it being wrongly set, as it's a quite common problem there's quite a lot of information on it Here's a super simple and illustrated guide to fix the java PATH: http://bharatsoft.blogspot.no/2010/08/setting-path-and-classpath-in-javahow.html
  12. depending on what you want to do exactly there may be workaround from doing that As for the block, you want to take a regular block which is defined inn Block.java and create it's own class for it? Like i.e Bedrock? It's possible to do even without base class editing I believe. Create your BlockBedrock class and then insert it into the block list instead of the current bedrock.
  13. Have you looked at how bonemeal works? I guess the onItemUse could be the one you are looking for?
  14. That's beacuse the forge wiki assumes that you are familiar with programming I'd recommend you learn some Java before you start and it will all make sense. These videos are an intro to some basics: http://thenewboston.org/list.php?cat=31 Other than that I'd recommend the videos from the CS106a (Programming Methodolgy) course from Standford, they are great! And they are not hard as they are aimed for beginners with NO programming experience I just finished watching them and they where quite fun to work with. You get to watch every lecture and you get access to the programs they used and all the assignments etc. At http://see.stanford.edu/see/lecturelist.aspx?coll=824a47e1-135f-4508-a5aa-866adcae1111 you can watch all the lectures and download all the materials you need. If you have iTunes then you can download the whole from the iTunesU category.
  15. is "mod_BlockLaunchPillar" your main mod file or? Because if so it's lacking a lot of the required stuff for Forge to load it as a mod.
  16. Do the blocks share block ids? Are they separated by metadata? Or do they have TileEnteties? In either case it's easy, ill check my code when i get to lunch break
  17. Mazetar replied to ashtonr12's topic in Modder Support
    Here is some information on rendering, the job which a renderer is doing. Yes the game has some different renderers, but for your object you would probably be better off writing your own since it will probably need to be rendered somewhat differently than the stuff which is already inn the game. If you have looked for information about renderers without result, I would like to know how you searched since [lmgtfy=minecraft modding custom renderer]this gave several results.[/lmgtfy]
  18. This is quite easy to do I recall, there are some posts from earlier here on these boards about it. You should be able to draw 2D objects onto the screen quite easily. Depending on your skill inn Java or at least at your will to learn it will be either hard or easy as hell or whatever I found one post after a glance on google which might be off interest: http://www.minecraftforum.net/topic/1657861-solved-forge-gui-and-guiingame-problems-with-tickhandler/ What you would be doing here is to add a new element to the screen, without having to edit the playing screen at all. No base class editing and it's quite simple to do as well
  19. Gui

    Mazetar replied to MrNice's topic in Modder Support
    http://thenewboston.org/list.php?cat=31 nuff said here, sorry.
  20. Theres your fake mod zip file inn text right there.
  21. d3thdrug: Endershadow linked to his github where you can browse his mod and check how he did this inn his own mod. You should check it out
  22. [lmgtfy=forge sounds minecraft tutorial]Here you go...[/lmgtfy]
  23. MCP comes with it's own eclipse folder setup for working with eclipse, if you are using a different IDE I guess you have to setup everything on your own. But if you get the code working with eclipse without using the mcp/eclipse folder as the workspace for eclipse then I see no reason why your IDE shouldnt work as well... Have you tried looking at the IntelliJ's forums for support with that specific IDE?
  24. Mazetar replied to TwinAndy's topic in Modder Support
    can you please explain this to me Sure: http://thenewboston.org/list.php?cat=31 Watch number 17 about constructors and number 49 about inheritance. Oh and while you're at it, you should watch them ALL to learn the basics you need <3

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