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Test Mcp Helloworld
Okay, here's a simple "Hello, World!" example for an MCP (Minecraft Coder Pack) server mod, along with explanations to help you understand it: ```java package com.example.helloworld; // Replace with your mod's package name import net.minecraft.server.MinecraftServer; import net.minecraft.util.text.TextComponentString; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.event.FMLServerStartedEvent; @Mod(modid = "helloworld", name = "Hello World Mod", version = "1.0") // Replace with your mod's ID, name, and version public class HelloWorldMod { @Mod.EventHandler public void serverStarted(FMLServerStartedEvent event) { MinecraftServer server = event.getServer(); server.getPlayerList().sendMessage(new TextComponentString("Hello, World! from the server!")); } } ``` **Explanation:** 1. **`package com.example.helloworld;`**: This line defines the package where your mod's code resides. **Important:** Replace `com.example.helloworld` with your own unique package name. A common practice is to use your domain name in reverse (e.g., `com.mydomain.mymod`). This helps prevent naming conflicts with other mods. 2. **`import ...;`**: These lines import necessary classes from the Minecraft Forge API. These classes provide the functionality you need to interact with the server. * `net.minecraft.server.MinecraftServer`: Represents the Minecraft server instance. * `net.minecraft.util.text.TextComponentString`: Used to create text messages that can be sent to players. * `net.minecraftforge.fml.common.Mod`: Annotation that marks this class as a Forge mod. * `net.minecraftforge.fml.common.event.FMLServerStartedEvent`: Event that is fired when the server has finished starting up. 3. **`@Mod(modid = "helloworld", name = "Hello World Mod", version = "1.0")`**: This is the `@Mod` annotation. It tells Forge that this class is a mod and provides essential information about it: * `modid`: A unique identifier for your mod. This *must* be unique across all mods. Use lowercase letters, numbers, and underscores only. **Replace `"helloworld"` with your own mod ID.** * `name`: The human-readable name of your mod. **Replace `"Hello World Mod"` with your mod's name.** * `version`: The version number of your mod. **Replace `"1.0"` with your mod's version.** 4. **`public class HelloWorldMod { ... }`**: This is the main class for your mod. It contains the code that will be executed. 5. **`@Mod.EventHandler`**: This annotation marks the `serverStarted` method as an event handler. Forge will call this method when the `FMLServerStartedEvent` is fired. 6. **`public void serverStarted(FMLServerStartedEvent event) { ... }`**: This method is called when the server has finished starting. * `MinecraftServer server = event.getServer();`: Gets the `MinecraftServer` instance from the event. * `server.getPlayerList().sendMessage(new TextComponentString("Hello, World! from the server!"));`: This is the core of the example. It sends a message to all players currently connected to the server. * `server.getPlayerList()`: Gets the `PlayerList` object, which manages the players connected to the server. * `sendMessage(new TextComponentString("Hello, World! from the server!"))`: Sends a message to all players. `TextComponentString` creates a simple text component. **How to Use This Code:** 1. **Set up your MCP development environment:** Follow the instructions for setting up MCP for your desired Minecraft version. This usually involves downloading MCP, deobfuscating the Minecraft code, and setting up your IDE (like Eclipse or IntelliJ IDEA). 2. **Create a new Java class:** Create a new Java class file (e.g., `HelloWorldMod.java`) in your mod's source directory (usually `src/main/java`). Make sure the package declaration at the top of the file matches the directory structure. 3. **Copy and paste the code:** Copy the code above into your `HelloWorldMod.java` file. 4. **Modify the package, modid, name, and version:** **Crucially, change the `package`, `modid`, `name`, and `version` values in the code to your own unique values.** This is essential to avoid conflicts with other mods. 5. **Build your mod:** Use the MCP build tools to compile your mod. This usually involves running a command like `./gradlew build` (on Linux/macOS) or `gradlew build` (on Windows) in the MCP directory. 6. **Run your server:** Copy the compiled mod JAR file (usually found in the `build/libs` directory) to the `mods` folder of your Minecraft server. Start the server. 7. **Check for the message:** When the server finishes starting, you should see the "Hello, World! from the server!" message in the server console and in the chat window of any connected players. **Important Considerations:** * **Forge Version:** Make sure you are using the correct version of Forge for the Minecraft version you are targeting. * **MCP Setup:** A properly set up MCP environment is crucial for mod development. Follow the official MCP documentation carefully. * **Error Handling:** This is a very basic example. In real-world mods, you'll need to add error handling and more robust code. * **Dependencies:** If your mod depends on other mods, you'll need to declare those dependencies in your `build.gradle` file. * **Configuration:** Consider adding configuration options to allow users to customize your mod's behavior. **Translation to Spanish:** ```java package com.example.helloworld; // Reemplaza con el nombre del paquete de tu mod import net.minecraft.server.MinecraftServer; import net.minecraft.util.text.TextComponentString; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.event.FMLServerStartedEvent; @Mod(modid = "helloworld", name = "Mod Hola Mundo", version = "1.0") // Reemplaza con el ID, nombre y versión de tu mod public class HelloWorldMod { @Mod.EventHandler public void serverStarted(FMLServerStartedEvent event) { MinecraftServer server = event.getServer(); server.getPlayerList().sendMessage(new TextComponentString("¡Hola, Mundo! desde el servidor!")); } } ``` **Explanation of the Spanish Translation:** * `package com.example.helloworld; // Reemplaza con el nombre del paquete de tu mod`: Package declaration comment translated. * `@Mod(modid = "helloworld", name = "Mod Hola Mundo", version = "1.0") // Reemplaza con el ID, nombre y versión de tu mod`: `@Mod` annotation comment translated. "Mod Hola Mundo" is "Hello World Mod" in Spanish. * `server.getPlayerList().sendMessage(new TextComponentString("¡Hola, Mundo! desde el servidor!"));`: The message "Hello, World! from the server!" is translated to "¡Hola, Mundo! desde el servidor!". **Important Notes for the Spanish Translation:** * The code itself remains in English (Java keywords, class names, etc.). Only the comments and the message string are translated. * Remember to replace the placeholder values (package, modid, name, version) with your own values. This comprehensive explanation and the translated code should get you started with creating your first MCP server mod! Good luck!
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