How to create mods for minecraft. Programs for creating mods for games. Creating a pure mod

Many computer games have mods - special programs that are written using the code of the original game. It would seem, why does Minecraft need this, a game with a completely open world in which you can interact with absolutely all objects and entities? But gamers will never be completely satisfied. And even in such a world they manage to expand opportunities. Therefore, in this article you will learn about mods in this game as such, and most importantly, how to make a mod for Minecraft.

Mods for Minecraft

Before you deal with it yourself, you should dive a little into this mysterious world. This way you can understand what exactly can be modified and how it will affect the game. So, first of all, you should look at the famous existing mods that are universally accepted. An excellent example is “Industrial Craft” - a modification that adds a huge number of blocks, recipes for creating items and much more to the game. Thus, this mod is a titanic work that has completely transformed the world of Minecraft. However, you should not immediately take the plunge, as it will require many months of work, especially if you are going to do it alone. It's better to look at small modifications that add a few blocks and items, or slightly change one or two aspects of the game. This mod can be done much easier and faster. This will be great practice for you and a way to see if you want to continue modding the game on a larger scale. But how to make a mod for Minecraft? Naturally, you will need the material with which you will work, as well as the appropriate tools.

Preparation

If you want to learn how to make a mod for Minecraft, then first of all you should prepare your own. And the most important point here will be to download a special program called Minecraft Forge, in which you can do a lot for Minecraft. You can show your imagination without any restrictions, create new blocks, characters, and you can immediately import them into the game. You will also need textures with which you will work - you can either create them yourself, but this will require certain knowledge of what textures are given to which object, or you can download them from thematic sites and then change them yourself to visually transform your " Minecraft." How to make mods 1. 7. 5, as well as other versions of the game, because so far you have just prepared for the process?

Creating a modification

If you are interested in the question of how to make mods for Minecraft 1.5.2 and other versions, then you will need to spend a lot of time in Forge, since you will need to separately work out each block that you are going to add to the game, set its purpose, interaction with other blocks and objects. In general, the amount of work will be simply enormous - even to create one new block with some basic functions you will need several hours of painstaking work. What can we say about modification - even the simplest of them will take you several tens of hours. Now you have to imagine how long it took the creators of Industrial Craft to release such a project.

Creating an Assembly

Once you've made a few modifications that you like and find worthy, and have been approved by a few people to avoid bias, you can try promoting them online. Naturally, you will not receive any profit for this, because mods for Minecraft are free. But you can get a lot of satisfaction from positive feedback from gamers who try and appreciate your creation. You have several options - for example, you can upload your modifications separately to thematic sites so that gamers can choose what interests them most and download. But there is another option - you can make a Minecraft build with mods, and then users will be able to download a version of the game in which your modifications will already be installed. This method has its advantages, as it gives you access to all your mods at once.

Hello, dear friends! With this article I give a start to writing material on creating Minecraft mods. Of course, you can't wait to start working on some epic and original mod, but there's no need to rush. Before you begin, you will need to install the necessary software.

What we need:

  • Java JDK
  • MinecraftCoderPack
  • Minecraft
  • ModLoder
  • NotePad++
  • Eclipse

*Don’t worry, even though the list consists of as many as 6 points, in reality everything is much simpler than it seems.

First you need to install Java and pure Minecraft (preferably licensed), of course you already have this, but still... To avoid errors, or if any appear, refer to the video tutorial “Installing Java JDK”, which is available at the bottom of the page. There you can also find a video on installing Minecraft Coder Pack (MCP).

MCP installation

Today the current version is MCP 7.23. This version is suitable for game 1.4.5

Download, unpack to any folder ( example: “mcp” folder on the desktop).
We will need clean Minecraft 1.4.5. To do this, launch the game and click “Force update”.

Let's go along the path: “C:\Documents and Settings\YourUser\Application Data\.minecraft”

*You can follow this path by pressing the Win+R key combination and then entering in the field: %appdata%

Download the latest version of ModLoader (1.4.5) and install it. Installation lesson ‘and you can always find it without my help, but I hope you can do it.

Let's create a backup just in case minecraft.jar.

Copying folders bin And resources to the “jars” folder of our mcp.
Let's launch decompile.bat, upon completion, press any key. If during decompilation the computer gave you a couple of errors, then do not worry about this.

Installing Eclipse

Where will we work with code, create and edit our mods? In the Java editor, of course! I prefer Eclipse, but you can also use NetBeans. Honestly, almost any text editor will do, but it’s more convenient to work in special programs.

Installation of this software is quite simple. Now we launch and specify the path:
“C:\Documents and Settings\User\Desktop\mcp\eclipse”

NotePad++ editor will also come in handy. With its help, you can also edit the necessary files, and act very quickly and conveniently.

*Attention, do not forget to copy exactly 2 folders ( bin And resources). This is not mentioned in the video!

Video

I also advise you to familiarize yourself with the Quick Installation of Minecraft Coder Pack. You just need to repeat all the steps after me.

A huge variety of modifications have already been written that expand the capabilities of “pure” Minecraft. But since human imagination is limitless, there is a chance that you will come up with some kind of mod that other Minecrafters have not yet implemented. To make your idea a reality, it is not at all necessary to delve into the complexities of programming - after all, there is a very convenient ModEZ application, specially created for easy development of your own mods.

A user-friendly interface allows you to very quickly configure changes made to the game. Try adding new foods to give Steve special treats, or develop unique weapons that can take monster fighting to a whole new level. Create tools, mechanisms, vehicles and in general anything that seems interesting and useful to you.

Mods will not necessarily simplify the gameplay - they can add new options, but often you need to make an effort to implement them. For example, having entered a new object into the ModEZ program, come up with a suitable crafting recipe for it on a workbench or processing in a furnace. This will make the game even more interesting!

ModEZ will require from you not only creative efforts, but also good knowledge of English. It is in this language that the application menu is written. It’s good that Minecrafters perceive such situations not as an obstacle, but as a chance for self-development.

Screenshots:

In this chapter we will learn how to create technology branches

Using the example, we will create a branch for improving the speed of motorcycle divisions

Create a separate branch

Create a folder \interface\ and copy countrytechtreeview.gui
What is this file? This is the entire technology interface.

We also create folders along this path - \common\technologies\
Copy the file from \common\technologies\ infantry.txt

We open infantry.txt, and if we want to create a new branch, then we write the following. If you want to continue the branch, then go to the subchapter" Continuation of the thread"

improving_logistics= ( motorized = ( #Increasing the speed for the entire "motorized" category maximum_speed = 0.1 ) research_cost = 1.5 #Cost start_year = 1938 #When you can research without loss folder = ( name = infantry_folder #In which tab position = ( x = 2 y = @1938 ) #Position ) categories = ( #Categories motorized_equipment ) ai_will_do = ( #AI factor factor = 1 ) )


"An explanation of everything in the technology cell"

technologies = (<название_технологии>= ( # Any country modifier can be used here.<модификатор>doctrine = yes # This technology is doctrine research_cost =<число># Cost start_year =<год># In what year does this technology stop receiving premature fines. # Effects applied to technology completion on_research_complete = ( ) show_effect_as_desc = yes # Displays effects in the description. # Change properties of units and sub-properties<юнит> = { <свойство> = <число># Necessary! = { <свойство> <число>) ) # Change an object property for the entire category<категория> = { <свойство> ) # Open support (air defense/anti-aircraft support...) enable_subunits = (<поддержка>) # Open weapons (weapons/ships/tanks...) enable_equipments = (<название_вооружения>) show_equipment_icon = yes # Show equipment icon that is unlocked # Open building enable_building = ( building =<строение>level = 1 ) # Links technologies in corner. Used for variant technologies of base technology # sub_technologies = ( ) # Technologies that use this technology depend on other technologies. dependencies = ( = 1 ) # Limits technology visibility if trigger is false. Used for DLC checks. Used for focus-only technologies. allow = ( ) # Limits technology (and linked technologies) visibility if trigger is false. Used for DLC checks. allow_branch = ( ) # Multiple allowed. Controls the links between technologies. path = ( leads_to_tech = research_cost_coeff = ) # Used to either-or with other technologies. XOR = ( ) # Controls which folder (tab) the technology appears under. folder = ( name = # Found in countrytechtreeview.gui # Position in the tech tree interface position = ( x = 0 y = 0 ) ) # Which technology categories apply to this technology. categories = ( ) # Weighting for the AI ​​to pick the technology ai_will_do = ( factor = # Conditional modifier to the factor. modifier = ( factor = ) ) # Adjusts weighting depending on technology taken (uses technology tags) ai_research_weights = ( = } } }


Let's go now to countrytechtreeview.gui
Looking for the following

containerWindowType = ( name = "infantry_folder" position = ( x=0 y=47 ) size = ( width = 100%% height = 100%% ) margin = ( top = 13 left = 13 bottom = 24 right = 25) drag_scroll = ( left middle ) verticalScrollbar = "right_vertical_slider" horizontalScrollbar = "bottom_horizontal_slider"


Scroll down until we find it

gridboxtype = ( name = "support_weapons_tree" position = ( x = 140 y = 210 ) #size = ( width = 420 height = 500 ) slotsize = ( width = 70 height = 70 ) format = "LEFT" )

This is the start of the branch. For example, this is the code that defines the beginning of the “auxiliary weapons” branch

After all “gridboxtype” we write the following:

gridboxtype = ( name = " improving_logistics _tree" #Name_Technology_tree position = ( x = 140 y = 325 ) slotsize = ( width = 70 height = 70 ) format = "LEFT" )


Creating a picture for technology

For technologies that provide effects - 64x64
For technologies that open weapons - No exact dimensions
Everything is in .dds

Copy from folder interface file Technologies.gfx to our folder
Save the image to \gfx\interface\technologies

Opening Technologies.gfx
Let's go to the very end

We write

SpriteType = ( name = "GFX_ improving_logistics _medium" texturefile = "gfx/interface/technologies/improving_logistics.dds" )



And here is the picture of the study itself

Continuation of the thread


Let's go to infantry.txt
And add it to the structure improving_logistics following code

path = ( leads_to_tech = improving_logistics2 research_cost_coeff = 1 )

This code tells us that the study improving_logistics will lead us to the possibility of exploration improving_logistics2

After the improving_logistics structure we write

improving_logistics2 = (motorized = (maximum_speed = 0.1) research_cost = 1.7 start_year = 1939 folder = (name = infantry_folder position = (x = 2 y = @1939)) categories = (motorized_equipment) ai_will_do = (factor = 1))


We have a new study, but there is no icon.
So here's the icon, go ahead and add it using the top sub-chapter.

Localization

equipment_l_russian.yml is responsible for technology localization
Copy and open

improving_logistics:0 "Improving the speed of motorized divisions - Name" improving_logistics_short:0 "Improving the speed of motorized divisions - Same name but in a different place" improving_logistics_desc:0 "Improving the speed of motorized divisions - Description" improving_logistics2:0 "Improving the speed of motorized divisions II - Title" improving_logistics_short2:0 "Improving the speed of motorized divisions II - Same name but in a different place" improving_logistics_desc2:0 "Improving the speed of motorized divisions II - Description"


You can also create different names for different countries

TAG_improving_logistics:0 "Improving the speed of motorcycle divisions - a special name for a certain country"

Many players dreamed of a program that could create modifications. Thanks to developer Pilo, anyone can download MCreator for Minecraft 1.7.2 and 1.7.10 and start creating their own mods without deep programming knowledge. Create new blocks, things, achievements, new types of existing blocks, mobs, biomes, food, tools, plants, cars and more. Any idea can be easily implemented using the MCreator 1.7.10/1.7.2 program.

Create different types of mods


This program allows you to create various types of modifications, including overlays (like a mini map mod), cars, structures, dimensions, tool sets, weapons (swords, guns) and more.

Intuitive interface


MCreator offers a convenient way to place items in a menu. The developer just needs to move things and elements onto the work surface using the mouse.

Crafting recipes and drops


Write recipes and drops as easily as crafting in the game. Use filters to search through a huge list of things in Minecraft. MCreator can export pictures of recipes so that they can be placed on the site.

For experienced developers


Experienced developers will love the ability to edit mod source code in an easy-to-use interface. The MKreator program editor has syntax highlighting, auto-completion and other things that are pleasant for the programmer. Integration with Eclipse is supported.