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package net.minecraft.src; //Location of class file
import java.util.Random; //Not sure why we need a random?
public class mod_MoreRecords extends BaseMod{ //"extends BaseMod" Needed for modding with modloader
public String getVersion()
{
return "1.0"; // Version, you can put whatever you want in the "" marks
}
public mod_MoreRecords() // Add crafting recipes, names, smelting recipes, icons, etc. here!
{
public void load()
{
ModLoader.AddName(revenge, "Revenge"); // In-Game Name
revenge.iconIndex = ModLoader.addOverride("/gui/items.png", "/records/revenge.png"); //Image location and override
ModLoader.AddRecipe(new ItemStack(revenge, 1), new Object[]{ //Adding a crafting recipe
"EEE","ERE","EEE", Character.valueOf('E'), Block.stone, Character.valueOf('R'), Item.gunpowder
});
}
}
public static final Item revenge = (new ItemRecord(756,"Revenge")).setItemName("Revenge").setMaxStackSize(16); //Declares that you are adding an Item
}
WarhawkerSourC00kieWarhawkerYour using eclipse thats why.
Use eclipse for plugins, not for mods.
I use edit rocket.
"You're using Eclipse" isn't an excuse. State one reason why Eclipse should only be used for plugins and not mods for mod creators.
I really hate it when people hate on Eclipse when they don't even know what they are talking about.
I use eclipse for plugins, But I Hear that eclipse is not good for minecraft modding, something about it creating errors when re-compiling. Maybe it's a mac thing. I was told to just stick with edit rocket for mods. Eclipse is a bit confusing as well, especially for someone who can't google.
public String Version()
{
return "1.0";
}GetVersion()
{
return "1.0";
}1 - 12 of 12
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