How to Make Your Own Items in Minecraft No Mods TUTORIAL
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No more than need for mods: The Minecraft Custom commands! [Make custom mobs and items with Resource Packs]
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How to Make Your Own Items in Minecraft No Mods TUTORIAL
Posted by: williamsxyll1957.blogspot.com
#1 Apr 15, 2014
Note the iii commands are in one suggestion considering they are related to each other, otherwise this would be a wishlist.
Custom Minecraft
Never need your mods once again!
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Hey everyone! I have finally got back on the Minecraft Forum, and I accept decided to make a new suggestion that I hope many of you will love.
3 new commands to customize Minecraft to YOUR EXTENT using resource packs!
/customitem
/custommob
this last command doesn't demand a resource pack.
/customplayer
/CustomItem will be able to brand an item, you may need some knowledge to make it animate.
/customitem <proper noun> <PNG File in resource pack you have on> [tool: true or false] [ if true, what blazon ] [durability if tool] [highest it tin can mine]
I forgot to note two things, this might take to be similar /testfor where it only works with control blocks, due to how long the command tin can exist, that is an case of the syntax. On the other hand, you will need the resource pack on for this to piece of work. allow'south say I wanted to make a burn down pickaxe. I would name the file in the resources pack to "firepickaxe.png". the spaces in the proper name are _ and as well, the <> are required! the [] are not.
/customitem Fire_Pickaxe firepickaxe.png true pickaxe 100 obsidian
It will spawn an item called Fire Pickaxe that can mine anything obsidian and below, which means it cannot suspension bedrock. ( ._. ) and Bedrock is the simply thing it cannot break. (except maybe command blocks and barriers...?)
/CustomMob tin can spawn a mob to your extent, not Herobrine though, I can get to that.
/custommob <pare type similar Zombie has a different skin format in textures than players, so if I used the Char.png with a zombie skin, the char.png head shows on the zombie'south barrel.> <PNG file it uses> [hostile: true or false or neutral, neutral means hostile when attacked] [wellness] [tamed if wolf or ocelot: true or false]
so if I wanted a Giant that looked similar a skeleton, I would do:
/custommob Giant skeleton.png true 20
It will spawn a giant skeleton that is hostile and has 20 wellness. (10 hearts)
Idea by: JonSM
Editing Mobs
/custommob create "Bob" - creates a mob called Bob
/custommob set up health "Bob" 10 - sets Bob'due south health to ten
/custommob get health "Bob" - prints Bob'south health
/custommob spawn "Bob" - creates an instance of Bob
/CustomPlayer is like the NPC plugin, merely tin can accept more than features.
/customplayer <name of player, Steve if name is invalid, if proper noun is valid the thespian volition be the thespian'southward skin> [wellness] [boss: true or imitation] [hostile: true, false, or neutral] [cape: valid names are mc2011 mc2012 mc2013 or mojang. these are if the histrion should have a cape. the "mc" means MineCon.]
Well, I'g non sure how all of this would work, but this could add the re-implementation of Humans. this could be something to add with the Name Changing coming up, I know these 3 commands can be hard to code, and I understand if the idea isn't proficient, so give thanks you if support.
I likewise understand if this could cause lag. I hate it likewise. I merely thanks guys if you support.
// ZelefantPlaysMC_22
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Im an insult to Etho and Mindcrack, yet I am a fan of information technology
#2 April xv, 2014
The problem with all of these commands is that they aren't specific. The tool command doesn't mention which kinds of blocks the tool destroys, the mob command doesn't specify behavior, and the role player command doesn't say what the player says (important for NPCs). Instead of having everything set from the parameters in the command, you should be able to create an item from a command (thereby saving it to a file) and so change it afterwards past using commands or straight modifying the file. If this is confusing, here is an instance:
/custommob create "Bob" - creates a mob called Bob
/custommob set health "Bob" 10 - sets Bob'southward health to 10
/custommob get health "Bob" - prints Bob's health
/custommob spawn "Bob" - creates an example of Bob
Now the attributes won't be express past how many yous can fit in a command line, and the player tin can change as many as they want.
This would all the same be pretty limited. "No need for mods" is a long fashion away, and there are many things that couldn't exist achieved with these 3 commands. I'k not sure how useful information technology would be besides for cosmetic changes, which can already be achieved with resource packs.
Last edited by JonSM: Apr 15, 2014
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#three Apr nineteen, 2014
okay, I dotn get if yous are supporting or not, but your idea is great.
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Im an insult to Etho and Mindcrack, notwithstanding I am a fan of it
#four April 19, 2014
I honey the idea, this would be fantastic for adventure maps! My only issue with the suggestion is, as stated above by Jon, that this isn't quite specific enough. Perchance a format more like
/customitem <name> <tool type (get out empty if no)> <max stack size> <texture> <item NBT data>
Yep? No? Possibly? Sort of?
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#5 April 19, 2014
You would put "no" in tool type if information technology isn't a tool.
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Im an insult to Etho and Mindcrack, withal I am a fan of it
#six April xix, 2014
No, but no! At that place are mods for a reason, and the Plugin API is already in development, making this suggestion completely obsolete. And no, do not use the excuse that this is "easier" and "more than convenient". Don't you dare! I accept been down that route before and I volition happily accept it over again.
"No more need for mods" - This will never, e'er replace mods.
No support!
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#vii Apr nineteen, 2014
Simply put, while this would serve the same purpose as MCreator, information technology would exist absolutely rubbish if y'all wanted anything more than advanced than a reskinned Zombie or notwithstanding another new ore or pickaxe. For example, how would you make something similar a Hydra, or a Fire Charge cannon? Advanced items and mobs will never be able to be created in-game without the use of external modification of some sort.
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#8 Apr 19, 2014
"There are mods for a reason" Mods do not accept a reason except for adding 1 or 2 items, and I never said they were easier and more user-friendly.
and the "no more mods" means you don't accept to code a new zombie when you lot can make a custom one.
As I said to a higher place, this cannot go beyond what I have put due to the mode Minecraft works. And I concur that MCreator is rubbish, but I can't command minecraft, and then this is the best these commands can do.
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Im an insult to Etho and Mindcrack, withal I am a fan of it
#nine Apr 19, 2014
What if you wanted to make something with custom attributes east.g. A ice sword the freezes the player or mob for five seconds or if y'all wanted to alter the animations or duel wielding weapons and tools and and so on. Also I do support it just it needs to add more than stuff like what I've been saying (also it will NEVER replace mods)
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#ten April nineteen, 2014
This isn't all that useful, except for creating simple reskinned mobs or decorative blocks. You aren't going to exist able to add logic similar how Pistons work or unique AI for mobs without modding.
I'm going to become with no back up, because this would be a lot of work to add together for something that will never ever come close to what mods tin do.
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#xi April 20, 2014
Read what I said above in the quote of DarkStar.
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Im an insult to Etho and Mindcrack, yet I am a fan of it
#12 April twenty, 2014
Not explicitly against this, but not exactly for it. Yet.
Resources packs recently gained the ability to define cake shapes. Could this work the same mode, defining mob shapes and AI in resource packs?
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I can practise all things through Christ who gives me force.
#13 Apr twenty, 2014
Your statement confuses me so. Either y'all were saying that mods never add more than 1 or ii items (which is a ridiculous claim, see the Aether or Redpower or Industrialcraft, or the mod my friend was making that allowed near full control of world generation) or you are saying this would be designed for adding 1 or 2 custom blocks, which is my bespeak.
Custom Item is extremely limited. How do yous define if it is an edible detail like a potion or nutrient item? How do you decide how much Hunger information technology restores, or if it gives a potion effect? What if you lot want a new potion effect? How do y'all specify how it is crafted? Is there a way to add a recipe to craft the item? What near making it a mob drib? Can you make so it is made by brewing or in a furnace? How do you define what items are dropped when blocks are broken by a tool? What nearly how much durability is used when it is used on a block (Swords take two damage when breaking blocks if I recall). Speaking of, what about weapons? Need a damage stat to define. Can it do armor? If and so you lot need to define equipment slot and how much damage it reduces.
Can it actually do blocks now that I await at it over again? Blocks are technically items too. How do y'all define blast resistance or mining time or mining tool? What if you want it to drop different things with different tools similar to how Silk Touch works? Can it accept multiple states? Can it decay naturally?
For custom mobs, what if you desire a different model? What near defining impairment? I'm pretty sure Zombies have a natural armor rating, better be able to ascertain that. What near tamed mob AI? Wolves are more than diligent followers later on all, and attack your enemies. Ocelots wander and don't assault. Can yous make mobs avoid them like Creepers and Ocelots? What about making a mob hunt other mobs similar Wolves and Sheep? How do you define spawn conditions, like light or in h2o or things like that? What if you want information technology to fly like a bat? Or wearisome fall similar a Craven? Or teleport? What if you want to combine AI and make a mob that runs away similar when you hitting a passive mob, merely merely if you lot look at it like aggroing an Enderman? What nigh putting it only in one dimension?
For custom role player, why not simply add a cape variable to the custom mob and use the player model as the base?
Lots of unanswered questions and variables to define. So either this will accept months of work to implement or will be side by side to useless compared to a mod. Most probable both.
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#14 April 20, 2014
That is where yous are completely wrong! Mods add MUCH, MUCH more than 2 items, and some don't fifty-fifty add items. Why would you fifty-fifty say that? Also, when I say "there are mods for a reason", I mean they exist for a reason, and shouldn't be tampered with past things like this.
Likewise, your statements contradict each other; y'all said "I never said that it was easier", then just contradict that with that last argument. I also never said that yous said it was more than easier, I was merely stating do not apply that alibi, even though you ironically did here.
Also, the chief thing that makes this proffer pointless is the fact that the Plugin API is in evolution (ever heard of information technology?), and that would brand this obsolete, or vice versa if that is the case, which it won't be.
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#17 Feb 18, 2016
I kinda concord with DarkStar634, you tin just relax and chill with non having to to anything with mods. And you need to exist more specific "Mods are in that location for a reason" is a skilful example i agree just a trivial bit with you but there demand to be something like special effects on the items similar "Freeze V" and to specify the /custommob a little more.
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#18 Feb 18, 2016
No support, it's obvious that this will not be better than mods. And when you say no need for mods is cool and mods do have a reason.
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#21 Feb 22, 2016
ok this is cool and i tried and wumbo on man
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#23 February 23, 2016
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