
Elusivehawk
Forge Modder-
Posts
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Everything posted by Elusivehawk
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Forge 4.x where is ITextureProvider to use terrain sprites
Elusivehawk replied to DarkNinja2462's topic in Modder Support
Yup, ITextureProvider has been built-in to Minecraft, so that's all you have to do. -
Instead of ModLoader, use GameRegistry.
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I'm fun? I wasn't aware of that. Give funniest person to Hawk, though. He has the right exception for everything. Yeah, I should really be ported over to C++. @TheCowGod: I could use another texture or two, the details of which have been spoiled, since the new feature is a surprise.
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Minecraft crashed after updating forge
Elusivehawk replied to lucius97's topic in Support & Bug Reports
Yeah. That's just my SMP one... Most of the mods are what you'd expect in tekkit, but a few additions as well as a few subtractions. For instance, where EE used to be, I put in Greg's Prospecting, and Treecapitator, which are mods I won't use along side EE. And a few other things I think. I went and grabbed them all manually. I have like 61 mods on my SSP setup. >.> After installing that many mods, I'm surprised Minecraft starts up for you. -
Besides certain constants (i.e. modelPath) that should be CAPITALIZED_AND_UNDERSPACED, not really.
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New what, crash? No, TheCowGod is making me one. And I have plenty of crashes... Oh. ... TheCowGod.makeSignatures() should be TheCowGod.core.makeSignatures(). Just pointing it out.
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That's better. And yes, crashes don't use semi-colons.
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So I override the writeToNBT()? It's actually writeToNBTTag(NBTTagCompund NBT). Also, your signature shouldn't have semi-colons, since I don't think crashes particularly use them.
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You forgot Try Catch and Try Catch Finally.
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Creating a block with infinite terrain files
Elusivehawk replied to critter1227's topic in Modder Support
...Stupid question, but: Why?! -
Don't call the block constructor in the load(). Just do the whole thing in the declaration. Wouldn't the configuration class first need to initialize before the block constructors can be called since there the block ID is defined? Just have the first declaration call the configuration's "Create, set, etc" function, and have said function return the first declaration's ID. What is the advantage of calling the constructor at definition over calling it at the load()anyways? Or would it be better to split the constructor of the block into a constructor and a separate load() in the block class? Move it all into 1 line per block, since that makes your code much more legible.
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Don't call the block constructor in the load(). Just do the whole thing in the declaration. Wouldn't the configuration class first need to initialize before the block constructors can be called since there the block ID is defined? Just have the first declaration call the configuration's "Create, set, etc" function, and have said function return the first declaration's ID.
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Creating a block with infinite terrain files
Elusivehawk replied to critter1227's topic in Modder Support
Um, the dark brick thing is not right. It needs to just have the index of the block in your sprite sheet. You also need to make the folders in the <MCP folder>/jars/minecraft.jar. So you would make the folder Creatix in it and have build.png and Items.png. And then you use vanilla's getBlockTextureFromSideAndMetadata() function in order to tell Minecraft where on your new terrain file is the texture you want to use. -
Have you tried decompiling 1.3? The code obviously won't be directly copy/pasteable, but Villagers now open a GUI with a Container. I retried putting UE into there and I just ran into tons of errors messages. Also, 1.3 seems to have world.isRemote and I think that variable is pretty useless considering the fact that it's ALWAYS remote/SMP? Actually, as I predicted, Mojang didn't come through with the SSP/SMP merger. Instead of the client being a dummy, they just made the client speak in Packetese. By that, I mean all communication in SSP is now dealt through packets. This means the client can now function as an SMP server, but it doesn't actually make SSP mods SMP like we we were promised/lead to assume.
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Have you tried decompiling 1.3? The code obviously won't be directly copy/pasteable, but Villagers now open a GUI with a Container.
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Ohh, I see. I was going by the "Your Site Here: 10,000 visitors / $5.00". Thanks for linking me to the rates page. I'd have always thought it was that if you didn't show me. Okay, I didn't know the rates were so close. My bad. Oh, I forgot to leave a message because It was my first time using the system, but I donated some to your ChipIn thingy on about the 10th of July. Which I hope more people will. I'd like to see some streaming. What's ChipIn? Can I use paypal? (I've got 21 cents from adfly downloads) Just so you know, you need to earn at least $5 before you can withdraw your Adfly money.... ...On second thought, I'm not gonna use Adf.ly. There's no way IN HELL I'll get to $5 in any remotely reasonable amount of time. Yeah, but you can say "I've made 3 cents in 24 hrs!". On second thought, that's pretty pathetic. I can proudly say I make at least 3 dollars in 24 hrs, but that's just because I actually attempted in exposing my mod to players. You guys just hide your mod in the Forge forums from keen players who want to try them out and who would play your mod if you do so? In my defense, Hawk's Machinery only has a Grinder, so if I were to put it up on the MCForums I'd be laughed at, not to mention I'd also be bugged to update my mod. Although, with the community knowing how big the last MC update was, the update swarm has been dithered.
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Storing achievements between .jar rebuilds
Elusivehawk replied to ShneekeyTheLost's topic in General Discussion
Have you tried this mod? It doesn't sync your achievements, but it does ignore the checksum mismatch that causes your achievements to reset every time MultiMC rebuilds Minecraft. -
Ohh, I see. I was going by the "Your Site Here: 10,000 visitors / $5.00". Thanks for linking me to the rates page. I'd have always thought it was that if you didn't show me. Okay, I didn't know the rates were so close. My bad. Oh, I forgot to leave a message because It was my first time using the system, but I donated some to your ChipIn thingy on about the 10th of July. Which I hope more people will. I'd like to see some streaming. What's ChipIn? Can I use paypal? (I've got 21 cents from adfly downloads) Just so you know, you need to earn at least $5 before you can withdraw your Adfly money.... ...On second thought, I'm not gonna use Adf.ly. There's no way IN HELL I'll get to $5 in any remotely reasonable amount of time.
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Recompile, the run "getchangedsrc.bat" and that will create a folder in MCP called modsrc containing all files for your mod. o_o Are you serious? THAT'S what that .bat file does? ... Well, I feel quote stupid now. But why do I have to recompile? And does using said .bat file give me the .java files, or the recompiled .class files?
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If you've set up ITextureProvider properly (Implement it in your block's file, import it, then return the local path to the spritesheet you want to use), just return a number between 0 and 255, depending on where the image is on your spritesheet. To be more specific: The texture on the top leftmost square is 0. For every square you go rightwards, add 1. When you go down by 1, add 16.
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Instead of: Block.cloth.blockID Use this: new ItemStack(Block.cloth, 1, 14).itemID Block being what block it is (Substitute block for your mod_ file if you're using a modded in block), 1 being the quantity (In most cases anything more than 1 will produce oddness or crash the game), 14 being the damage/metadata value. The last value is optional, but needed if you want to use a specific damage value.
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I was kinda being sarcastic, so we'll see. And while I would love to go help spread conspiracy theories about the upcoming Modding API, I don't have a Reddit account.
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Workbench, really? Why not Hammer? We have the Anvil save format, we have the community ran Forge API, but we need a hammer before we can make Sword, whatever that will be. On topic, I don't think Moj-- *looks at the current version of the modding API* ... They're gonna think of everything!
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Sorry to double post, but frankly this has nothing to do with the above post. Anywho, quick question about blogs: Let's say I'm developing a game that has little to nothing to do with the Forge, or Minecraft period; Could I post development updates of it on my blog?