Everything posted by hotrods20
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Making Biomes with 4096 IDs
BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16]; float var11 = var10.getFloatTemperature(); int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D); int var13 = -1; byte var14 = var10.topBlock; byte var15 = var10.fillerBlock; That is the code in the ChunkProviderGenerate that makes it so you need a new ChunkProvider. That is where the problem is from. It would be so much easier to just change it in his biome gen and assume the problem would go away but he will have to extend BiomeGenBase and write a different ChunkProvider that will accept a short instead of a byte. He could copypasta mod a just make it read as: BiomeGenHisBiome var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16]; float var11 = var10.getFloatTemperature(); int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D); int var13 = -1; short var14 = var10.topBlock; short var15 = var10.fillerBlock; This would also mean he needs to make a new BiomeGenBase like file. Would seem more troublesome than just making Forge compatible with all by simply switching the "default" code to have short instead of byte. EDIT: I should also mention he will need to change about everything in his custom ChunkProviderGenerate to use short instead of byte. If done correctly, this code would work fine. Since you question his programming skill, someone might have to code it for him. EDIT2: I took the time to create a new ChunkProviderGenerate that would *in theory* work. I will message/email the code to you for you to use blued00r.
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Making Biomes with 4096 IDs
I don't think it would be possible unless you created a new ChunkProvider that used a short instead of a byte and also creating a new variable for the ChunkProvider to use that would also be a short.
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Making Biomes with 4096 IDs
https://github.com/hotrods20/mod_shadowRealm/tree/master/net/minecraft/src Look at my custom biome and such.
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Need a hand about Forge "Done Loading"
Why didn't you backup your old jars before updating? It is always a good idea to backup old jars. That way, if you have a problem with the latest release of Minecraft, you can jump back. I got jars from Alpha still.
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Stuck on done loading after installing forge on minecraft 1.2.5
You don't need ModLoader to run Forge.
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Custom WorldChunkManager Crash
Might I recommend my code on my new dimension of GitHub? https://github.com/hotrods20/mod_shadowRealm I created a new dimension with only one biome and it didn't cross into the other world(s) or anything.
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Getting a Entity to "switch" type
Already fixed it with what atrain99 said. All is good. The infection can spread
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[1.3] Villager Trading
It is possibly really easy to create or add a new currency to the game.
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Creating a new block sort of in net.minecraft.src
I am really interested in this. My whole Nuclear mod is based around biological science and less around nuclear energy. I could take on your project while I work on mine. Would be interesting.
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Getting a Entity to "switch" type
I am really working in waters a lot of modders tend to ignore or avoid. Might as well get to the point, I am trying to get my mob to convert into a different mob. Yes it is a zombie like creature. zombie = (new EntityNuclearZombie(ModLoader.getMinecraftInstance().theWorld)); zombie.setLocationAndAngles(this.posX, this.posY, this.posZ, ModLoader.getMinecraftInstance().theWorld.rand.nextFloat() * 360.0F, 0.0F); ModLoader.getMinecraftInstance().theWorld.spawnEntityInWorld(zombie); This is the code that spawns the new entity and is surrounded by a if statement that check if the entity is dead. The if statement is in the onUpdate method. I have a boolean variable that determines if the creature converted. That makes sure the mob doesn't spawn a huge group of other mobs. What can/would I need to add to have it so it check the mob that attacked it? I know of the getLastAttackEntity method but I can't seem to get it to work. It either spawns a "zombie" all the time or never.
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Creating a new block sort of in net.minecraft.src
Yeah, I did that but I was planning on other blocks using my BlockWaste. Still, thanks dude. EDIT: I like the idea. Seems like a big project but I have always wanted to work on something that big.
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Creating a new block sort of in net.minecraft.src
I am creating a new mod based of nuclear power and all that. The package is net.minecraft.src.Nuclear I have my mod_ link to a class in there that will be technical mod_. I am trying to create a new Block but using .setResistance and other protected values aren't working. Anybody have some tips on how I can create my new block while being in a different directory than all the normal classes?
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[1.3] Villager Trading
By testing the trading system, the trades are almost always the same. If you have 2 farmers and you trade with them for a while. You will soon notice they share identical trades. Might be really easy to trade with them.
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Latest version of MCP
http://www.mediafire.com/?pum3s9dtorodvpd They released this not to long ago. Can't wait for the new Minecraft to come out.
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Item textures won't show up when other mods are installed?
This error makes absolutely no sense to me. Everything should be working...
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Item textures won't show up when other mods are installed?
Add implements ITextureProvider after the extends Item.
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Item textures won't show up when other mods are installed?
Could you send me your mod so far in a nice zip or post all the ItemScoaletonKatana code?
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Item textures won't show up when other mods are installed?
The second value when you declare the Katana is set to null? What is the value supposed to be? If it is supposed to be the index of where in the texture it is, then set it to that.
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Item textures won't show up when other mods are installed?
Should add this too: MinecraftForgeClient.preloadTexture("Texture/location.png");
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Overriding certain textures
I don't know how handy this would be: GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.renderEngine.getTexture("/terrain/moon_phases.png")); Doesn't look like the user has a chance to touch it. That is on RenderGlobal on line 1014. It is the only instance in the code that moon_phases.png is used.
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Overriding certain textures
I tried overriding it but that failed and I would use setPrivateValue but I am pretty sure that is impossible since it is passes right into the renderer.
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Overriding certain textures
Well, I was thinking of a mod that lets you colonize the moon and terraform it and eventually will change the texture.
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Overriding certain textures
I would like to override the moon_phase.png and sun.png. I have tried the addOverride from ModLoader and that didn't work. What are some other ways I could achieve this?
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Unified Ores
Sorry that I actually try to make the modders job easier. Sorry I am not a hard ass. Just saying.
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1.3
Really hope it doesn't affect it to much. Will be good since our mods will technically not need a server release of it.
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