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Bluethefox

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  1. Hello, I'm trying to create a very simple mod. all i want it to do is override all blocks to render the same way as ice and stained glass do: semi-transparently. the reason is because im trying to make a resource pack with transparent models on things like redstone lamps, jukeboxes, etc. but it doesnt work in vanilla minecraft. the code i've tried is this, but it doesnt work and im wondering what it even does for that matter: package com.Fennecai.TransparencyMod; import net.minecraft.block.Block; import net.minecraft.block.material.Material; public class makeitseethrough extends Block { public makeitseethrough(Material materialIn) { super(materialIn); // TODO Auto-generated constructor stub } public boolean isOpaqueCube() { return false; } }
  2. I already tried that with no sucess. the wording is confusing for me. Im a very visual learner, so if you could link a tutorial that shows a picture of the ideal structure that would be wonderful. EDIT: this is how far i can go before getting really confused. Heres a pic.
  3. I had an idea for a very complex mod which i quickly realized was way to complex for my current skill level, as i cannot even figure out how to structure my mod in eclipse so that when i press play, my mod loads in the minecraft test client thing. dont get me wrong, i can learn coding very quickly and already know kindof how java works. but I just cant seem to figure out how to structure my mod for adding blocks. I already sucessfully did this, but then was told that i shouldnt use the tutorial i was using due to being outdated. i was using mr.crayfish's 1.7.10 tuts. I dont even want to make a mod for more recent versions of mc cause i've heard 1.7.10 is the best for modding.
  4. alright guys, thanks for the advice.
  5. thanks. Now that i know what to do, how do i do it? I have more experience with unity C# than i do with minecraft java. and limited at that... some more questions i have: how do i set up the ui so that the user can put the id in? how would i make it so that the radius is per-id-number and not per-tileent? how do i scan blocks to put them into an array?
  6. I have my work-space set up like in mr.crayfish's playlist on youtube here: https://www.youtube.com/watch?v=0ULz-oCUbEg&list=PLy11IosblXIExa6zzhjhYNXeBW9o6FhPU now, here's my idea that i have no idea how to even start coding, asside from a vague idea how to create blocks that do nothing: Basically i want there to be a type of block called "obduction seeds". yes, i spelled obduction that way intentionally, as this idea is inspired by the game with a name of the same spelling. basically heres what i want the blocks to do: each block has a GUI that pops up allowing the player to type in a number ID and a radios for that block, but only in survival or creative mode. only 2 blocks can have the same number id, after that it is not possible for the player to assign the same id to additional blocks. when either one is activated by redstone, 2 blocks of the same id will "swap" with each-other, along with a spherical radios of blocks and entities around them. to explain further, suppose that there is a block on the mountain and a block next to a wall in a building. when one of them is activated and they swap, not only do the 2 blocks switch places but now the spherical radios around them has too- so a spherical part of the mountain is now in the place where that wall in the building was, and meanwhile a spherical cut-out of the building is where that part of the mountain was. does that make sense...? if your confused, take a look at cyan worlds' game, obduction, that this is inspired by. another block i want to possibly add is a small pedestal that sends a redstone signal to the block on top of it when right-clicked in any game mode. this would be for the seeds to be placed on top of.
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