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DeeKay

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Everything posted by DeeKay

  1. I'm writing a RealWeather mod and want add support for that mod: http://www.minecraftforum.net/topic/2150779-enviromine-a-little-bit-of-realism-164-109/ So then its cold at my door, its cold in minecraft too ^^ I think that mod is perfectly with my together ^^
  2. and now i have to override that with asm or is there a another way ... have to learn that first ...
  3. sry, i did wrote it a bit bad, the BiomeGenSwamp havent that calc: public int getBiomeGrassColor() { double d0 = (double)this.getFloatTemperature(); double d1 = (double)this.getFloatRainfall(); return ((ColorizerGrass.getGrassColor(d1, d0) & 16711422) + 5115470) / 2; } @SideOnly(Side.CLIENT) /** * Provides the basic foliage color based on the biome temperature and rainfall */ public int getBiomeFoliageColor() { double d0 = (double)this.getFloatTemperature(); double d1 = (double)this.getFloatRainfall(); return ((ColorizerFoliage.getFoliageColor(d0, d1) & 16711422) + 5115470) / 2; }
  4. nice! it was the BiomeGenSwamp!! Thx wow, thats well. but the last question ... I need to Override that with ASM or ... ?
  5. lol sry ... dident know humidity is the rainfall, my english isent so perfect. did try biom.setTemperatureRainfall(2.0f, 0.0f); biom.setTemperatureRainfall(2.0f, 0.5f); biom.setTemperatureRainfall(2.0f, 1.0f); Thats the list for the Bioms (Original): 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Ocean - Temp:0.5- Rainfall:0.5 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Plains - Temp:0.8- Rainfall:0.4 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Desert - Temp:2.0- Rainfall:0.0 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Extreme Hills - Temp:0.2- Rainfall:0.3 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Forest - Temp:0.7- Rainfall:0.8 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Taiga - Temp:0.05- Rainfall:0.8 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Swampland - Temp:0.8- Rainfall:0.9 2013-12-11 20:54:26 [iNFO] [cherry_realweather] River - Temp:0.5- Rainfall:0.5 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Hell - Temp:2.0- Rainfall:0.0 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Sky - Temp:0.5- Rainfall:0.5 2013-12-11 20:54:26 [iNFO] [cherry_realweather] FrozenOcean - Temp:0.0- Rainfall:0.5 2013-12-11 20:54:26 [iNFO] [cherry_realweather] FrozenRiver - Temp:0.0- Rainfall:0.5 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Ice Plains - Temp:0.0- Rainfall:0.5 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Ice Mountains - Temp:0.0- Rainfall:0.5 2013-12-11 20:54:26 [iNFO] [cherry_realweather] MushroomIsland - Temp:0.9- Rainfall:1.0 2013-12-11 20:54:26 [iNFO] [cherry_realweather] MushroomIslandShore - Temp:0.9- Rainfall:1.0 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Beach - Temp:0.8- Rainfall:0.4 2013-12-11 20:54:26 [iNFO] [cherry_realweather] DesertHills - Temp:2.0- Rainfall:0.0 2013-12-11 20:54:26 [iNFO] [cherry_realweather] ForestHills - Temp:0.7- Rainfall:0.8 2013-12-11 20:54:26 [iNFO] [cherry_realweather] TaigaHills - Temp:0.05- Rainfall:0.8 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Extreme Hills Edge - Temp:0.2- Rainfall:0.3 2013-12-11 20:54:26 [iNFO] [cherry_realweather] Jungle - Temp:1.2- Rainfall:0.9 2013-12-11 20:54:26 [iNFO] [cherry_realweather] JungleHills - Temp:1.2- Rainfall:0.9 DesertHills have 2.0f, 0.0f ... but that will dont work for some bioms and with a try n catch block, i cant get the Bioms what give me that exception, couse its a render method at client side
  6. dessert have normal 2.0 with temp >= 1.1 its crashs
  7. Hey, in my RealWeather mod I have a problem, the maximum Temperature in minecraft is 2.0f but then i wana set ALL biomes to that value, its crash with: java.lang.ArrayIndexOutOfBoundsException: -255 at net.minecraft.world.ColorizerGrass.getGrassColor(ColorizerGrass.java:25) I need to set the Temperature so high for support the EnviroMine Mod, its check the Temperature.
  8. DeeKay replied to DeeKay's topic in Modder Support
    I need to call a external API, I parse it at the moment manual, but that isent rly conform... So I can just add the libs and compile my work normally? Nothing special to do?
  9. IMO is forge a bit confused ... I did need help for changing the weather ... in Bukkit was this rly easy, but here its sometimes ... sure that compatibility to server-client and mods with another mods are fine. But to code with the forge API ... that is sometimes a bit stressful
  10. DeeKay posted a topic in Modder Support
    Hey, how can I load a XML File correctly without a library? Or can i use in forge external library's, like JDOM?
  11. Thx! But one question .. how can you know that? I did search in the internet and here in the forum ~ 30 min ....
  12. Forge is confused ... I have a Class with ITickHandler and Register that in my load: public void load(FMLInitializationEvent event) throws Exception { proxy.registerRenderers(); TickRegistry.registerTickHandler(new TickHandler(), Side.SERVER); } public class TickHandler implements ITickHandler { @Override public void tickStart(EnumSet<TickType> type, Object... tickData) { Base.logger.info("tick"); } } But nothing happen ... I did program for 2 years with bukkit ... and this was easier ... must I say ...
  13. there can i search well in the javadoc? i did download it, but on that html site, i am rly lost ....
  14. God ... the base funktions from my RealWeather is to 90% finish and i cant find the setWeather method .... (for set it rain, sun, storm) Did look at MinecraftServer, World, WorldManager, WorldServer, WorldServerMulti, WorldSettings ... but i find only the weatherEffects method ... So a simple Command ... and so hard to find? ...
  15. open your eyes http://www.minecraftforge.net/forum/index.php/topic,11001.0.html
  16. Thx Lrns123 for the fix: open the fml.py search this: default_url = 'http://s3.amazonaws.com/Minecraft.Download/libraries' and put it for: default_url = 'https://libraries.minecraft.net' same with: base_url = 'http://s3.amazonaws.com/Minecraft.Resources' base_url = 'http://resources.download.minecraft.net'
  17. have now the same problem, linux mint 16 64bit deekay@stand-pc ~/Downloads/forge $ ./install.sh ================ Forge ModLoader Setup Start =================== MCP Detected already, not downloading Setting up MCP Patching commands.py patching file commands.py Commands patch applied successfully Copying FML conf Creating Repackaged data Creating re-packaged srg Creating re-packaged exc Creating re-packaged MCP patches Traceback (most recent call last): File "install.py", line 76, in <module> decompile=options.decompile, gen_conf=False) File "install.py", line 17, in fml_main disable_assets=disable_assets) File "/home/deekay/Downloads/forge/fml/fml.py", line 1013, in decompile_minecraft pre_decompile(mcp_dir, fml_dir, disable_assets=disable_assets) File "/home/deekay/Downloads/forge/fml/fml.py", line 1061, in pre_decompile download_minecraft(mcp_dir, fml_dir) File "/home/deekay/Downloads/forge/fml/fml.py", line 1125, in download_minecraft failed = download_libraries(mcp_dir, version_json['libraries'], mc_info['natives_dir']) or failed File "/home/deekay/Downloads/forge/fml/fml.py", line 1181, in download_libraries headers = get_headers(url) File "/home/deekay/Downloads/forge/fml/fml.py", line 173, in get_headers response = urllib2.urlopen(HeadRequest(url)) File "/usr/lib/python2.7/urllib2.py", line 127, in urlopen return _opener.open(url, data, timeout) File "/usr/lib/python2.7/urllib2.py", line 410, in open response = meth(req, response) File "/usr/lib/python2.7/urllib2.py", line 523, in http_response 'http', request, response, code, msg, hdrs) File "/usr/lib/python2.7/urllib2.py", line 448, in error return self._call_chain(*args) File "/usr/lib/python2.7/urllib2.py", line 382, in _call_chain result = func(*args) File "/usr/lib/python2.7/urllib2.py", line 531, in http_error_default raise HTTPError(req.get_full_url(), code, msg, hdrs, fp) urllib2.HTTPError: HTTP Error 403: Forbidden
  18. No not really ... I program at work with Ruby / Ruby on Rails, did learn C# much and a bit C++. But open gl isen't my, did program a little 2D Game with XNA .. but that isen't rly hard EDIT --- I think with base classes it isent hard to get work or? Anyway must be a code like that or not?: renderRain(); setWorldLightLevel(4); renderSun(flase); But then i will find it ... I have no idea to code it, course i did look for a solution to modifies Base classes, but its a bit ... confused
  19. So i have to modifies the base Classes? urgh ...
  20. Is there a way to set the sky Cloudy? Like then its raining? (the light level go down and you cant see the sun) I wana write a Realtime + Realweather mod, so its for me importen to add a Cloudy Weather
  21. That isen't a problem, i calculate the exact modular value and i have to do this now to 100% couse i wana add a sunrise & -set configure and this calc need rly much perform. Thats my calc for the modular atm (in ruby, couse i havent Java installed on work ^^):
  22. Sry but I think that isn't rly perform, then he do every tick a sync with the Systemclock and must calculate from this to MC Ticks. Then I can better slow-down the tick and Sync it every 5 Min. I have a 1Gb | 1Ghz VServer there I wana get so much resource how I can
  23. Ok so I have to delete this.worldInfo.setWorldTime(this.worldInfo.getWorldTime() + 1L); in the WorldServer.tick() with ASM and add then my logic in a normal mod with a Tick Event, right? Btw think you that this is usefull?
  24. Thats 1.6 only Need to mod it first for 1.5 couse all my used mods are 1.5
  25. Hi, i wana wirte a Realtime Mod. My idea is to slow down the timecycle and Sync the Time every 5min with the systemtime. I found that post: http://www.minecraftforum.net/topic/1415262-real-time-in-minecraft/#entry17275172 This guy talk about a modify in the sources, but how can I override a basic method from MC without use Super? And how can I find the right method? Is this then a coremod or a basicmod? And the last question: Is is posibile to make a only serverside mod or must the "slow-down" timecycle be clientside? Edit: Wana make this mod for 1.5 and 1.6 Edit2: Ok i saw it ... need to use this: http://www.minecraftforum.net/topic/1854988-tutorial-162-changing-vanilla-without-editing-base-classes-coremods-and-events-very-advanced/ Is this in 1.5 the same way?

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