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Posted

I have been making my own mod and had the recipes working in the mod_* file  but i wan to know how i can take the recipes our and put them into there own .class to make thing easier on me 

 

THANKS

 

 

 

hope u understand me

Posted

There's probably a way... But if you're having trouble finding them, why not use comments to keep track of where certain ones are? Leaving comments to split up and organize things can be quite helpful. There are three types of comments that I know of. I'll give some examples below. :o

 

 

//Full-line comments, like this... These come out green, and cannot hold code on the same line

/*Green comments with an explicit end, so you can type code on the same line before or after*/ This.IsWhere("We Put Code"); /*Another comment*/

/**Same as the above, except these are blue**/ This.IsWhere("We Put Code"); /**Another blue comment!**/

 

They'd display something like this:

 

//Full-line comments, like this... These come out green, and cannot hold code on the same line

/*Green comments with an explicit end, so you can type code on the same line before or after*/ This.IsWhere("We Put Code"); /*Another comment*/

/**Same as the above, except these are blue**/ This.IsWhere("We Put Code"); /**Another blue comment!**/

 

 

The ones where you can define an end can be spread over multiple lines, so you could make them say something like this:

 

 

/**

===========================

======= BLOCKS RECIPES =======

===========================

**/

 

//Example Block

ModLoader.addRecipe(new ItemStack(exampleBlock, 1), new Object [] {"##", "##", Character.valueOf('#'), Item.lightStoneDust});

 

/**

=========================

======= ITEM RECIPES =======

=========================

**/

 

/*Example Item*/ ModLoader.addRecipe(new ItemStack(exampleItem, 1), new Object [] {"# #", " # ", Character.valueOf('#'), Item.ingotIron});

 

 

There are tons of ways you can use them for separation/organization. And they're for your eyes only. The game can't see them. I hope that helps a bit. :)

 

 

Check out my

Texture Packs Thread here on the Forge Forum. :)

Currently in the process of adding some mod support for JohnSmith Texture Pack.

width=105 height=12https://www.sugarsync.com/piv/D8135159_67366891_21351[/img]

 

width=209 height=19https://www.sugarsync.com/piv/D8135159_67366891_772852[/img]

Posted

In you mod_xxx put in your load() this

public void load()
{
     YOURRECIPECLASS.getRecipes()
}

 

In you Recipe Class make a function like so

 

public static void getRecipes()
{
//Recipes go here
}

Posted

Next Question

 

How do i set up my work space to Generate my terrain  but through another file

 

basically the same way that you use the

 

getRecipes()

 

command

 

how do i do this for Generating terrain

 

and

 

Structures (if possible)

Posted

just do the same thing, but in the generateSurface() override.

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

Posted

in the mod_XXX file, add a generateSurface(...) method. In it, just do

OTHERGENCLASS.generateStuff(...);

Figure it out, or learn more java.

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

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