That reply, although at first it sounded a bit "dodgy", as I was LOOKING for the "Block Break" sound effect (not the "stepping" sound, as the name of the method you suggested implies that it relates to), but I tried that, and it worked! In the constructor, for my sub-class of the BlockGlass class, exactly as you provided it. I was somewhat surprised, as I really don't know HOW anyone is supposed to intuitively know that this poorly-named method actually sets up ALL sounds for the block (I'm assuming that is does, as it certainly sets up the sounds for "stepping on" AND "breaking" the blocks...). But, hey, now that I know, all is good!
The following is my MC 1.8 class definition and constructor for the block I was referring to (a "tnt-proof" form of glass I liked that came as a
part of the Mystic mods (last seen in 1.7.10, sadly :-{ ). I am currently working to "port" the Mystic Mods to 1.8 (I need to discuss with the original author what to do about the NAME I'll provide for MY version of the mod; I'm not using ANY of the original code, just some (a lot) of the textures...). I'll call it something like "Mystic Revisited", or something, if he / she will let me ...).
public class TemperedGlassBlock extends BlockGlass {
// My constructor...
public TemperedGlassBlock(String unlocalizedName, Material material, boolean shouldSidesBeRendered, float hardness, float resistance) {
super(material, shouldSidesBeRendered);
this.setUnlocalizedName(unLocalizedName);
this.setCreativeTab(CreativeTabs.tabBlock);
this.setHardness(hardness);
this.setResistance(resistance);
// Set up sound-FX for block...
// (Thanks to MCOfficer!)
this.setStepSound(soundTypeGlass);
}
...
}
I was already using Material.glass when I registered the block, but thanks for mentioning that for completeness!
I have just recently taken up modding on (yes, believe it or not) Minecraft v1.8! So far, most everything is fairly basic, and there are plenty of tutorials out there, too!
One thing puzzles me, though, and maybe someone could shine some light on it for me...
I created a new block which I sub-classed from the BlockGlass class, and it renders perfectly (both item and block in-world). However, when I BREAK this block, I get the "default" stone block-break sound effect, instead of the "breaking glass" effect. Since I have seen NO tutorials on how to make your custom blocks work with Minecraft's existing sounds, I just assumed that a block sub-classed from GLASS would play that "breaking" sound "automagically", but I guess that I was wrong there!
It seems that Thermal Expansion is not available for 1.8.0 , and neither is "Ender IO" (that's why I hadn't heard of it, I actually though you meant "enderio"...). Both seem to be for either 1.7.10, or 1.8.9 or later...
So, the mod authors weren't "assigning" ids to their mods, Forge was? Now that makes total sense; as a modder, how could you even begin to simply "pick" a range of ids, hoping against the odds that nobody else out there would choose the same ones?
So, to answer my question, at the 1.10 mark, all is well, and mods written for THAT version of MC / Forge should be "easily" ported to the later versions, have I got that right? That is good to hear! Finally, I know where to begin...
I really felt like I was trying to learn to swim by jumping in to water I not only didn't know the "depth" of, but wasn't even sure if "water" always had the same density everywhere, so that learning to swim HERE would actually even translate to swimming "in general" :-} (sorry about the rather sloppy metaphor, but I think you see my point?).
When I was learning to program in any one language and particular platform, everything I learned previously was usually applicable to later projects, but this just does not seem to be the case with developing MC mods. You might just need to "scrap everything", and re-learn from scratch :-{ Hopefully, that's no longer the case, eh?
One final question, if you would be so kind? Would you move up from 1.7.10, for the benefits inherent in 1.8.0? Speaking only as a MOD USER, of course (I already know where most stand on the mod development front, now!)? I just LOVE tooltips, and string ids; I was always trying to figure out what mod brought which items with it, and there wasn't much available for help in that regard :-{ It doesn't require a genius to recognize that "cfm:birch_chair" is just BETTER than some randomly assigned numeric value, along with the name "birch_chair" as a verbal id...
I really feel that not having this very aspect is a deal-breaker for me and MC v1.7.10 or earlier; I don't want to "go back" anymore!
I have heard of Thermal Expansion, and I will look into that one right away. I had never heard of Enderio, and will also take a peek at that!
And, finally - Yeah: I know about AE, and know that it's (sadly) also not available for MC v1.8.0...maybe someday, I'll be able to find enough mods so that I can "move on up" once again!
There are so many GOOD versions of MC, just not enough truly useful mods! I currently have 72 running on my 1.8.0 MC install, and needed to use an older version of Forge and Optifine so that I could use GLSL shaders...this is really a "shock" to the system after coming up from 1.7.10, you know?
I am currently trying to locate a mod for MC v1.8.0 that includes some form of "transport pipes" (I believe that's what they are called?); I had only just begun "dabbling" in this area with ProjectRed for MC v1.7.2 / 1.7.10 when I felt the need to switch up to 1.8. With that switch, I sadly lost my beloved ProjectRed, and I fear I might never see the likes of such a truly excellent mod again! I also lost Mystic Mods, BiblioCraft; oh the list goes on and on... :-{
Now, I know that there are possibly versions of mods out there for NEWER versions of Minecraft, but I really am struggling with coming to terms with the loss of so many mods that came by way of my switching "up" to v1.8 from v1.7.10, that I'm right now only willing to go as high as MC v1.8 until I know exactly what is out there for any newer version(s)...So far, I like what I see insofar as to the number and types of mods available for 1.8; however, even for a version as "old" as v1.8.9, there really aren't all that many mods available as yet (I mean, not the ones I need and want, anyways...)! So, for the time being, I'm sticking with MC 1.8.0...
So, how about it? Anyone out there have suggestions about a mod or mod(s) that provide transport pipes for Minecraft, compatible with the likes of the IronChest mod, etc., and that's currently available (and FUNCTIONAL!) for MC v1.8.0?
As usual, any and all help will be greatly appreciated!
I am an experienced coder and I want to begin developing (or, maybe even simply maintaining) a mod or two. Now, here are several questions maybe someone out there might be able to answer for me?
For the longest time, I have been PLAYING various versions of Minecraft, never really even thinking about what goes in to creating mods for the version I was running at that time. First, I ran MC v1.6.4 (because of the large number of available mods at the time), then it was v1.7.2 (again, number of mods... - there IS a pattern developing here :-}. I spent quite some time playing 1.7.2 because I thought I would need to give up a large number of my favorite mods if I wished to upgrade; however, upgrade I did! I ran MC 1.7.10 for a while and soon discovered that this particular version had a HUGE number of mods for it! I felt quite satisfied that I had found "the version" for me. Then, quite suddenly, I discovered something about Minecraft 1.8 that made me somewhat surprised - it was FINALLY adding STRING item ids instead of the numeric id form used previously...whah? You mean to tell me that a person simply picked a range of values for the ids they created for their mods' blocks, entities, etc., without knowing if those ids were already being used? Also, in the new id system, the name of the mod was preppended to the text of the item's name, in the form (string) modname:id_name, so rather than an id being something like "197", or even "copper_ore", one would have (for example) "m-ore:copper_ore" as an id. It took until MC v1.8 for this? Seems like a rather obvious shortfall, that needed to be fixed a LOT SOONER than it actually was! So, bully for v1.8!!!
Okay, so here is my problem: it seems that v1.8 finally got that part (the ids) right, and so I switched to MC v1.8, and began looking to replace over 100 mods with newer, 1.8 compatible versions, but MANY (read TONS) were completely missing! You would see that there were versions for 1.6.4, 1.7.2, 1.7.10, and then, for some unfathomable reason, a version for 1.8.9!!! Where was the version for 1.8.0? Why would a mod author simply not bother updating their mod to an obviously better version of Minecraft, when it became available? Why wait through v1.8.0. then 1.8.1, then 1`.8.2, and so on? When and WHY did they know that when v1.8.9 was finally released, that is was time to port or upgrade? How did they know that v1.8.0 was inadequate for the task? Or was it actually inadequate; I mean, what exactly was WRONG with it, if not?
Now, I would listen to any and all that have an opinion on this subject (heck, even send email(s) if this forum doesn't allow space for such a discussion, or if this forum isn't appropriate for said discussion), but I really need to know: a) How do mod authors determine whether or not to upgrade / port their mod(s) to a newer version of MC / Forge, and b) why would they choose not to? Where do they find out exactly what works BETTER in the newer version of Minecraft / Forge, and what sorely lacks, and requires much more work? Because, darn it, if I'm going to begin writing a mod at all, I want to know that I'm not "wasting my time", because the current version(s) of MC and / or Forge are "crap", for example? I'll wish I hadn't bothered, and waited for another, better version!
I'd rather avoid that, as you modders out there can probably understand!
But, if that isn't the case, then tell me: why did SO MANY mod authors never upgrade or port their mods from 1.7.2 / 1.7.10 to 1.8.0 or newer? Those newer versions of Minecraft were obviously "better", simply by having named string ids instead of numeric ids randomly selected by that mods author? If for no other reason, I would have preferred the 1.8.0 platform to the previous ones (no more id conflicts :-} ). And, for those authors that DID finally port to the v1.8.x series, why did they specifically target MC v1.8.9 of all versions? They skipped over ALL other 1.8.x incarnations altogether!?
So, what gives? When does a person ever know that THIS version of Minecraft is the one to begin writing the next great mod for? There is obviously a lot of time and effort required in developing even "simple" mods, so you don't want to begin all willy-nilly, right?
Somebody help a guy out! A little insight into this seemingly crazy situation would surely go a long way for me! Any pointers will be graciously appreciated...thanks in advance!
0
Thank you once again, MCOfficer!!!
That reply, although at first it sounded a bit "dodgy", as I was LOOKING for the "Block Break" sound effect (not the "stepping" sound, as the name of the method you suggested implies that it relates to), but I tried that, and it worked! In the constructor, for my sub-class of the BlockGlass class, exactly as you provided it. I was somewhat surprised, as I really don't know HOW anyone is supposed to intuitively know that this poorly-named method actually sets up ALL sounds for the block (I'm assuming that is does, as it certainly sets up the sounds for "stepping on" AND "breaking" the blocks...). But, hey, now that I know, all is good!
The following is my MC 1.8 class definition and constructor for the block I was referring to (a "tnt-proof" form of glass I liked that came as a
part of the Mystic mods (last seen in 1.7.10, sadly :-{ ). I am currently working to "port" the Mystic Mods to 1.8 (I need to discuss with the original author what to do about the NAME I'll provide for MY version of the mod; I'm not using ANY of the original code, just some (a lot) of the textures...). I'll call it something like "Mystic Revisited", or something, if he / she will let me ...).
I was already using Material.glass when I registered the block, but thanks for mentioning that for completeness!
Works like a champ!
Your my hero :-}
Thanks again!
ZTagre.
0
Hello again!
I have just recently taken up modding on (yes, believe it or not) Minecraft v1.8! So far, most everything is fairly basic, and there are plenty of tutorials out there, too!
One thing puzzles me, though, and maybe someone could shine some light on it for me...
I created a new block which I sub-classed from the BlockGlass class, and it renders perfectly (both item and block in-world). However, when I BREAK this block, I get the "default" stone block-break sound effect, instead of the "breaking glass" effect. Since I have seen NO tutorials on how to make your custom blocks work with Minecraft's existing sounds, I just assumed that a block sub-classed from GLASS would play that "breaking" sound "automagically", but I guess that I was wrong there!
What do I need to do to fix this?
Thanks in advance from a modding "noob" :-}
0
Oh well; thanks anyways!
It seems that Thermal Expansion is not available for 1.8.0 , and neither is "Ender IO" (that's why I hadn't heard of it, I actually though you meant "enderio"...). Both seem to be for either 1.7.10, or 1.8.9 or later...
Guess I'll just have to wait some more :-{
0
+MCOfficer: Well, that explains a LOT!
So, the mod authors weren't "assigning" ids to their mods, Forge was? Now that makes total sense; as a modder, how could you even begin to simply "pick" a range of ids, hoping against the odds that nobody else out there would choose the same ones?
So, to answer my question, at the 1.10 mark, all is well, and mods written for THAT version of MC / Forge should be "easily" ported to the later versions, have I got that right? That is good to hear! Finally, I know where to begin...
I really felt like I was trying to learn to swim by jumping in to water I not only didn't know the "depth" of, but wasn't even sure if "water" always had the same density everywhere, so that learning to swim HERE would actually even translate to swimming "in general" :-} (sorry about the rather sloppy metaphor, but I think you see my point?).
When I was learning to program in any one language and particular platform, everything I learned previously was usually applicable to later projects, but this just does not seem to be the case with developing MC mods. You might just need to "scrap everything", and re-learn from scratch :-{ Hopefully, that's no longer the case, eh?
One final question, if you would be so kind? Would you move up from 1.7.10, for the benefits inherent in 1.8.0? Speaking only as a MOD USER, of course (I already know where most stand on the mod development front, now!)? I just LOVE tooltips, and string ids; I was always trying to figure out what mod brought which items with it, and there wasn't much available for help in that regard :-{ It doesn't require a genius to recognize that "cfm:birch_chair" is just BETTER than some randomly assigned numeric value, along with the name "birch_chair" as a verbal id...
I really feel that not having this very aspect is a deal-breaker for me and MC v1.7.10 or earlier; I don't want to "go back" anymore!
Cheers, brother!
0
+MCOfficer - Thanks for the quick response!
I have heard of Thermal Expansion, and I will look into that one right away. I had never heard of Enderio, and will also take a peek at that!
And, finally - Yeah: I know about AE, and know that it's (sadly) also not available for MC v1.8.0...maybe someday, I'll be able to find enough mods so that I can "move on up" once again!
There are so many GOOD versions of MC, just not enough truly useful mods! I currently have 72 running on my 1.8.0 MC install, and needed to use an older version of Forge and Optifine so that I could use GLSL shaders...this is really a "shock" to the system after coming up from 1.7.10, you know?
Again, I thank you for your response :-}
0
Hello again!
I am currently trying to locate a mod for MC v1.8.0 that includes some form of "transport pipes" (I believe that's what they are called?); I had only just begun "dabbling" in this area with ProjectRed for MC v1.7.2 / 1.7.10 when I felt the need to switch up to 1.8. With that switch, I sadly lost my beloved ProjectRed, and I fear I might never see the likes of such a truly excellent mod again! I also lost Mystic Mods, BiblioCraft; oh the list goes on and on... :-{
Now, I know that there are possibly versions of mods out there for NEWER versions of Minecraft, but I really am struggling with coming to terms with the loss of so many mods that came by way of my switching "up" to v1.8 from v1.7.10, that I'm right now only willing to go as high as MC v1.8 until I know exactly what is out there for any newer version(s)...So far, I like what I see insofar as to the number and types of mods available for 1.8; however, even for a version as "old" as v1.8.9, there really aren't all that many mods available as yet (I mean, not the ones I need and want, anyways...)! So, for the time being, I'm sticking with MC 1.8.0...
So, how about it? Anyone out there have suggestions about a mod or mod(s) that provide transport pipes for Minecraft, compatible with the likes of the IronChest mod, etc., and that's currently available (and FUNCTIONAL!) for MC v1.8.0?
As usual, any and all help will be greatly appreciated!
0
Hello everyone!
I am an experienced coder and I want to begin developing (or, maybe even simply maintaining) a mod or two. Now, here are several questions maybe someone out there might be able to answer for me?
For the longest time, I have been PLAYING various versions of Minecraft, never really even thinking about what goes in to creating mods for the version I was running at that time. First, I ran MC v1.6.4 (because of the large number of available mods at the time), then it was v1.7.2 (again, number of mods... - there IS a pattern developing here :-}. I spent quite some time playing 1.7.2 because I thought I would need to give up a large number of my favorite mods if I wished to upgrade; however, upgrade I did! I ran MC 1.7.10 for a while and soon discovered that this particular version had a HUGE number of mods for it! I felt quite satisfied that I had found "the version" for me. Then, quite suddenly, I discovered something about Minecraft 1.8 that made me somewhat surprised - it was FINALLY adding STRING item ids instead of the numeric id form used previously...whah? You mean to tell me that a person simply picked a range of values for the ids they created for their mods' blocks, entities, etc., without knowing if those ids were already being used? Also, in the new id system, the name of the mod was preppended to the text of the item's name, in the form (string) modname:id_name, so rather than an id being something like "197", or even "copper_ore", one would have (for example) "m-ore:copper_ore" as an id. It took until MC v1.8 for this? Seems like a rather obvious shortfall, that needed to be fixed a LOT SOONER than it actually was! So, bully for v1.8!!!
Okay, so here is my problem: it seems that v1.8 finally got that part (the ids) right, and so I switched to MC v1.8, and began looking to replace over 100 mods with newer, 1.8 compatible versions, but MANY (read TONS) were completely missing! You would see that there were versions for 1.6.4, 1.7.2, 1.7.10, and then, for some unfathomable reason, a version for 1.8.9!!! Where was the version for 1.8.0? Why would a mod author simply not bother updating their mod to an obviously better version of Minecraft, when it became available? Why wait through v1.8.0. then 1.8.1, then 1`.8.2, and so on? When and WHY did they know that when v1.8.9 was finally released, that is was time to port or upgrade? How did they know that v1.8.0 was inadequate for the task? Or was it actually inadequate; I mean, what exactly was WRONG with it, if not?
Now, I would listen to any and all that have an opinion on this subject (heck, even send email(s) if this forum doesn't allow space for such a discussion, or if this forum isn't appropriate for said discussion), but I really need to know: a) How do mod authors determine whether or not to upgrade / port their mod(s) to a newer version of MC / Forge, and b) why would they choose not to? Where do they find out exactly what works BETTER in the newer version of Minecraft / Forge, and what sorely lacks, and requires much more work? Because, darn it, if I'm going to begin writing a mod at all, I want to know that I'm not "wasting my time", because the current version(s) of MC and / or Forge are "crap", for example? I'll wish I hadn't bothered, and waited for another, better version!
I'd rather avoid that, as you modders out there can probably understand!
But, if that isn't the case, then tell me: why did SO MANY mod authors never upgrade or port their mods from 1.7.2 / 1.7.10 to 1.8.0 or newer? Those newer versions of Minecraft were obviously "better", simply by having named string ids instead of numeric ids randomly selected by that mods author? If for no other reason, I would have preferred the 1.8.0 platform to the previous ones (no more id conflicts :-} ). And, for those authors that DID finally port to the v1.8.x series, why did they specifically target MC v1.8.9 of all versions? They skipped over ALL other 1.8.x incarnations altogether!?
So, what gives? When does a person ever know that THIS version of Minecraft is the one to begin writing the next great mod for? There is obviously a lot of time and effort required in developing even "simple" mods, so you don't want to begin all willy-nilly, right?
Somebody help a guy out! A little insight into this seemingly crazy situation would surely go a long way for me! Any pointers will be graciously appreciated...thanks in advance!