Everything posted by hotrods20
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Unified Ores
I just took a look at the part that registers the ore. If the proper if statements and ID checks are used, you could check for ores with the same name or with duplicate entries. Could also stop ores using the same ID. Would be easier if the mod maker did it but this would make less work for the mod maker.
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World generation problems.
Scratch that. Found the problem.
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World generation problems.
public boolean generate(World world, Random random, int x, int y, int z) { int carrotBlock = mod_Carrots.carrotBlock.blockID; int grass = Block.grass.blockID; if(world.getBlockId(x, y, z) == grass && world.getBlockId(x, y + 1, z) == 0) { //world.setBlockAndMetadataWithNotify(x, y + 1, z, carrotBlock, random.nextInt(7)); for (int l = x -1; l <= x + 1; l++) { for (int m = z - 1; m <= z + 1; m++) { world.setBlockWithNotify(l, y + 1, m, carrotBlock); } } for (int l = x - 2; l <= x + 2; l++) { for (int m = z - 2; m <= x + 2; m++) { world.setBlockWithNotify(l, y, m, carrotBlock); } } for (int i = 0; i < 10; i++) { world.setBlockWithNotify(x, y + i, z, carrotBlock); } return true; } else return false; } As you can see, the code is to generate a step like structure. My problem is it can screw up and creates really long straight paths. Could I be doing something wrong with the code?
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BoneMeal question
Thanks both ^___^
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BoneMeal question
How can I add a new block that BoneMeal can fully grow?
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Remove or Disable base blocks and/or Recipes?
That isn't a bad idea. Would be interesting to just replace them all then write a whole new game out of it. Problem is the world generation.
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[CREATING MODS] HELFULL'S TUTORIALS [1.2.5][FORGE]
Okay, thank you for responding
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Unified Ores
I like the idea but it would be easier if the mod owners tried to make the mods work together. I think they use config files that you may disable ores and such with. If not, you could try suggesting it to them instead of forcing all mods that uses those ores to update instead of working together.
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[CREATING MODS] HELFULL'S TUTORIALS [1.2.5][FORGE]
I feel like I know how to make trees but I feel I need to read a tutorial on it. When will that one be added?
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Possible to add different models to each meta data?
One mod I saw used the switch system. Might provide some help to look into it. http://docs.oracle.com/javase/tutorial/java/nutsandbolts/switch.html
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Multiple texture load block
Thank you. I just really don't want my mods to lag stuff down by loading the same texture over and over again.
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Load texture from outside mod_xx.zip
Willing to do whatever I can to help. I would change the code up to work but I got my own matters to work with in my mod(s).
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Multiple texture load block
Most my mods use the same texture sheet of terrain1.png in the hotrods20 folder. Is it possible to check if a texture file was already loaded before using the preloadTexture method?
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Load texture from outside mod_xx.zip
I found this. It could help if used correctly but I think a more efficient way exist. http://www.roseindia.net/java/example/java/io/ZipFolderExample.shtml
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Load texture from outside mod_xx.zip
I looked at the GuiTexturePacks.java and found some interesting things that may or may not help. For file location: this.fileLocation = (new File(Minecraft.getMinecraftDir(), "texturepacks")).getAbsolutePath(); I don't know if that may be a use to you. I am testing the code right now that you posted.
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Suffocation support?
I am more than willing to work on it. I do have quite a load to finish but this would be really easy.
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Suffocation support?
I will make a special version for you so it replaces air in the nether and doesn't suffocate you when it spreads into your face, unless you want that. Just PM me what you want it to do and I can make a version like that.
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Suffocation support?
I can make a SMP version for you. The problem is when it gets REALLY big. My computer can handle it just fine. As long as it isn't on a really big server with lots of people, it should be okay. It uses grass logic but it has no special conditions for expanding. It just does.
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Suffocation support?
I used it for more of a survival thing. http://www.minecraftforum.net/topic/1312152-making-mods-for-free Just download the mod_airSpread. It really does cause a interesting survival effect. You need the latest version of Forge or you will get a visual error while holding it.
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Creating new kinds of villages
I did but I will take another look.
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Suffocation support?
I think my air spreader mod may help you. Here is the code you should look at: public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random) { if (!par1World.isRemote) { for (int var6 = 0; var6 < 4; ++var6) { int var7 = par2 + par5Random.nextInt(3) - 1; int var8 = par3 + par5Random.nextInt(5) - 3; int var9 = par4 + par5Random.nextInt(3) - 1; int var10 = par1World.getBlockId(var7, var8 + 1, var9); if (par1World.getBlockId(var7, var8, var9) == 0) { par1World.setBlockWithNotify(var7, var8, var9, mod_airSpread.airSpreader.blockID); } } } } I use that to make my block spread through the air. You can easily change it to make a "smoke" block spread and "suffocate" the player. It technically already does that.
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Creating new kinds of villages
I have written the code for a new kind of Minecraft village, is it possible for me to get the village to spawn using my mod_'s generateSurface method and if so, how would I go about doing that?
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Endermen able to carry more
Mind if I ask what build you are using? I can't seem to find a getPrivateValue that only accepts 2 variables.
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Endermen able to carry more
I have been trying to implement this for awhile but with little success. I have added methods that work just fine for blocks with the normal block IDs of 255 and below but it has trouble rendering for anything over. You can add this where you would like but I used ModLoader class for simplicity. private static ArrayList<Integer> EndermenCarry = new ArrayList(); public static void addToEndermenCarry(int blockID) { EndermenCarry.add(blockID); } public static ArrayList<Integer> getEndermenCarry() { return EndermenCarry; } This goes in the static{} of EntityEnderman class after the other code. for (int i = 0; i < ModLoader.getEndermenCarry().size(); i++) { canCarryBlocks[ModLoader.getEndermenCarry().get(i)] = true; } I have gotten this to work with anything with a normal BlockID. Error it presents when it crashes if it crashes: I have attempted to tweak the code to work but it doesn't come up with any easy solutions.
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Render Error
Yes, exactly that but make it so it points it out on the main page. You would have less stress if you put a link to those in the News part on the main page or something along those lines. That would save you time explaining what is planned and what is implemented.
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