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Tutorials




How to make a new recipe

  1. Create a file in the '.minecraft/config/customRecipes/' folder and call it 'examplerecipes.recipe'.
  2. Open this file.
  3. Add the following line to the file:

    recipes.addRecipe("17 1 2 2 5 5 5 5");

    The '17' is the ID of a wood block. It is the result of the recipe.
    The '1' is how many wood blocks you get from this recipe.
    The first '2' is the width of this recipe.
    The second '2' is the height of this recipe.
    The last four '5' are the IDs of wooden planks. Those are the blocks you have to put into the crafting table. They are arranged from left to right and from top to bottom. This means the first '5' is the block in the top left corner, the second '5' is the block in the top right corner, the third '5' is the block int the bottom left corner and the fourth '5' is the block in the bottom right corner.
  4. Save this file.
  5. Run minecraft.
  6. Put four wooden planks in a sqaure into a crafting table.



How to make a new smelting recipe

  1. Create a file in the '.minecraft/config/customSmelitngRecipes/' folder and call it 'examplesmeltrecipes.srecipe'.
  2. Open this file.
  3. Add the following line to the file:

    smeltingRecipes.addRecipe("5 263 1");

    The '5' is the ID of wooden planks. It is the block you have to put into the furnace.
    The '263' is the ID of coal. It is the item you will get.
    The '1' is how many coal you will get out of one wooden plank. WARNING: In the normal stone furnace you will only get more than one item if the result slot is empty.
  4. Save this file.
  5. Run minecraft.
  6. Put a wooden plank into a furnace.



How to make a new fuel

  1. Create a file in the '.minecraft/config/customFuels/' folder and call it 'examplesmeltrecipes.fuel'.
  2. Open this file.
  3. Add the following line to the file:

    fuels.addFuel("3 100");

    The '3' is the ID of a dirt block. It is the block you will use as a fuel.
    The '100' is how long the dirt is burning in the furnace, which is as long as a stick burns. 1600 is the time coal has.
  4. Save this file.
  5. Run minecraft.
  6. Put a dirt block into the fuel slot of a furnace



How to make a simple item

  1. Create a file in the '.minecraft/config/customItems/' folder and call it 'exampleitem.item'.
  2. Open this file
  3. Add the following lines to te file:

    name = "Example Item";
    id = 2345;
    iconfile = "customstuffex.png";
    iconindex = 0;
    type = "normal";
    maxstack = "1";
    rightclick = "world.spawnMob(origin, 'Pig');";

    The 'id'-attribute sets the item's ID.
    The 'iconfile'-attribute sets the item's sprite sheet. For more detail iconfile.
    The 'iconindex'-attribute sets the index in the given iconfile. So it sets which icon in the sprite sheet it uses. For more detail iconindex.
    The 'type'-attribute sets the item's type to normal.
    The 'maxstack'-attribute sets the maximum stacksize of the item.
    The 'rightclick'-attribute is an function trigger. It is called everytime you rightclick a block with the item. Here it spawns a pig.
  4. Save this file.
  5. Put the iconfile (customstuffex.png) into the custom stuff zip in your mods folder.
  6. Make a recipe for the item if you want.
  7. Run minecraft.
  8. Get your item and rightclick with it on a block.



How to make a tool

I will only explain the code, because everything else is the same as for the simple item.

name = "Example tool";
id = 2346;
iconfile = "customstuffex.png";
iconindex = 0;
blockdestroyed = "player.damageItem(player.getCurrentSlot(), 1);";
hitmob = "player.damageItem(player.getCurrentSlot(), 2);";
efficiency = 500;
efficiencyblocks = "all";
harvestblocks = "all";
damage = 100;

The 'blockdestroyed'-trigger is called when the item destroys a block. The function given to it will damage the item by one.
The 'hitmob'-trigger is called when the item hits a mob (or player). The function given to it will damage the item by two.
The 'efficiency'-attribute sets how fast the tool mines.
The 'efficiencyblocks'-attribute sets on which blocks the tool is efficient. The blocks that are given here have also to be in harvestblocks.
The 'harvestblocks'-attribute sets which blocks the tool can harvest.
The 'damage'-attribute sets the damage against mobs in half hearts.



How to make a new set of armor

The codes:
redstonehelmet.item

name="Redstone helmet";
id=2347;
iconfile="customstuffex.png";
iconindex=1;
type="helmet";
maxuses="100";
armorname="redstone";
armormaterial="iron";

redstonebody.item

name="Redstone plate";
id=2348;
iconfile="customstuffex.png";
iconindex=2;
type="body";
maxuses="120";
armorname="redstone";
armormaterial="iron";

redstonepants.item

name="Redstone pants";
id=2349;
iconfile="customstuffex.png";
iconindex=3;
type="legs";
maxuses="110";
armorname="redstone";
armormaterial="iron";

redstoneboots.item

name="Redstone boots";
id=2350;
iconfile="customstuffex.png";
iconindex=4;
type="boots";
maxuses="105";
armorname="redstone";
armormaterial="iron";

The 'maxuses'-attribute sets for armor how many damage it can take.
The 'armorname'-attribute sets the prefix for the armortextures (not the icons).
The 'armormaterial'-attribute sets the armor's material, which sets the damage reduce amount and the enchantability.



How to make a simple block

  1. Create a file in the '.minecraft/config/customBlocks/' folder and call it 'exampleblock.block'.
  2. Open this file
  3. Add the following lines to te file:

    name = "Example block";
    id = 200;
    texturefile = "customstuffex.png";
    textureindex = 5;
    type = "normal";
    maxstack = 64;

    The 'id'-attribute sets the block's ID.
    The 'texturefile'-attribute sets the block's texture sheet. For more detail texturefile.
    The 'textureindex'-attribute sets the index in the given texturefile. So it sets which texture in the texture sheet it uses. For more detail textureindex.
    The 'type'-attribute sets the block's type to normal.
    The 'maxstack'-attribute sets the maximum stacksize of the block.
  4. Save this file.
  5. Put the textureindex (customstuffex.png) into the custom stuff zip in your mods folder.
  6. Make a recipe for the block if you want.
  7. Run minecraft.
  8. Get your block. It if you use the example textures it looks like red planks.



How to make a door

To make a door you will have to make an item and a block.

exampledoor.item

name="Example door";
id = 2351;
iconfile = "customstuffex.png";
iconindex = 6;
type = "door";
iddoor = 201;

The 'iddoor'-attribute sets the id of the doorblock.

exampledoor.block

name = "Example door";
id = 201;
texturefile = "customstuffex.png";
textureindex = 7;
texturebottomindex = 8;
type = "door";
maxstack = 1;
iddropped = 2351;

The 'textureindex'-attribute sets the top part texture of the door.
The 'texturebottomindex'-attribute sets the bottom part texture of the door.
The 'iddropped'-attribute sets the id of the dropped item to the dooritem. You should not set it to the doorblock.

You have to make the recipe for the dooritem.


How to add a block to the world generation

  1. Create a file in the '.minecraft/config/customOreGeneration/' folder and call it 'examplegen.oregen'.
  2. Open this file
  3. Add the following lines to te file:

    id = 200;
    type = "normal";
    dimension = "normal";
    size = 16;
    rate = 20;
    generationblocks = "1";
    heightmin = 0;
    heightmax = 128;

    The 'id'-attribute sets the block's ID.
    The 'id'-attribute sets the id of the block that should be generated.
    The 'type'-attribute sets the generation type to normal.
    The 'size'-attribute sets the depot-size of the generated block.
    The 'rate'-attribute sets the deoptcount per chunk.
    The 'generationblocks'-attribute sets the blocks the block is generated next to.
    The 'heightmin'-attribute sets the lowest point where the block is generated.
    The 'heightmax'-attribute sets the highest point where the block is generated.
  4. Save this file.
  5. Make sure you have a block with id 200
  6. Run minecraft.
  7. Dig around and search for the block. (The block is only generated in a new world or in parts of a world that aren't yet generated.