Everything posted by theOriginalByte
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[1.7.10]Changing Vanilla Ore Generation
Hey everyone! I want to change the amount of vanilla ore is generated in the world based on an amount put in the minecraft configuration. I think I need to use an event to catch right before the ore is about to be spawned in, but I don't know what event it would be. Am I even using the right approach? Any help is appreciated. Thanks!
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[1.7.10]Making Custom Potions
Ok. So I just need to catch the EnderTeleportEvent and changed the damage.... so how do I create custom potion effects... I'm not exactly sure on how that works
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[1.7.10]Making Custom Potions
I was wondering how to make a potion that removes taking damage from using ender pearls. I need to know how to make a regular and splash potion version. I'm not quite sure exactly what needs to be done since I can't find anything on how to make it.
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[1.7.10]Automatic Versioning
Nevermind I figured it out.
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[1.7.10]Automatic Versioning
So technically I don't need the build.bat file?
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[1.7.10]Automatic Versioning
Hey everyone! I was wanting to setup a system to automatically jump the dev build every time I run the build script. Here is something I found off google. http://bit.ly/1AqhWFM The only problem is that it is only for windows. Does anyone know what i'd need to convert it to Mac or if it will work without the build.bat file?
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[1.7.10]Help with this suggestion
Do you use gitter.im? I have a room that we could talk in. I'm trying to implement it but I was hoping someone could take a look at my code as i push it to see if i'm doing it right.
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[1.7.10]Help with this suggestion
I will. Thanks again!
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[1.7.10]Help with this suggestion
I gotcha! Thats awesome now I know where to go! thanks for the help!
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[1.7.10]Help with this suggestion
I think I understand what your saying... do you have a file to look at? I'm a visual learner so trying to take whats typed up and apply it is kind of hard for me.
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[1.7.10]Help with this suggestion
Yeah I don't have much of a clue on how to do what he said... Any idea of something smaller that would help me get to that skill level? Why don't you try to work on re-creating vanilla items and then adding more to them. Such as a fishing rod with longer reach or something of the sort. For instance, overriding the features of a vanilla item or removing it add making my own replacement?
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[1.7.10]Help with this suggestion
Yeah I don't have much of a clue on how to do what he said... Any idea of something smaller that would help me get to that skill level?
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[1.7.10]Help with this suggestion
Make another mod that does something else. You're dealing with a rather complex problem with your idea and you should get the basics down first. I have done basic mod work: (link to mod here: http://cyb3rwarri0r8.github.io/CommuMod/ ) Thats why i'm asking for help with this because its so complex that i'm not sure what to do.
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[1.7.10]Help with this suggestion
That picture is text, you could have just pasted the text. As for your idea: that sounds a lot like Tinkers Construct. And if you don't know how to do it, you need to do other things and come back to this idea later. Yeah but I would have had to fix the formatting... whatever.. It is a simplified idea of tinkers construct. Instead of having to smelt the blocks/ingots into liquid then casting, you would just mix and match materials with tool rods to get different types of mining speeds. What do you mean do something else then come back to it later?
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[1.7.10]Help with this suggestion
That picture is text, you could have just pasted the text. As for your idea: that sounds a lot like Tinkers Construct. And if you don't know how to do it, you need to do other things and come back to this idea later. Yeah but I would have had to fix the formatting... whatever.. It is a simplified idea of tinkers construct. Instead of having to smelt the blocks/ingots into liquid then casting, you would just mix and match materials with tool rods to get different types of mining speeds
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[1.7.10]Help with this suggestion
Hey everyone! I'm having a hard time trying to think of a way to implement this idea into my mod. Here is a picture: I know how to make the rods and figured out how to remove the recipes, its just trying to figure out how to make the tools vary in durability and power besides making a separate class for each tool. All help is appreciated!
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[1.7.10][Solved]Block from mod showing up in crafting grid
Thank you so much for the help! Its working now!
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[1.7.10][Solved]Block from mod showing up in crafting grid
Here are the latest versions of what I've done. I changed it and now the retaw bucket shows up in the output https://github.com/Cyb3rWarri0r8/CommuMod/tree/release/V.-1.5/src/main/java/io/cyb3rwarri0r8/commumod
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[1.7.10][Solved]Block from mod showing up in crafting grid
Gah! Okay i'll see if that does anything. for reference... is there a specific way to register things... like an order they should go in(ie. Blocks, items, fluids, etc.)?
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[1.7.10][Solved]Block from mod showing up in crafting grid
Trust me I've been trying to fix the .gitignore file without erasing the entire repo and starting from scratch. When I change around how it calls the items and blocks it crashes because of the way the blocks are being registered.
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[1.7.10][Solved]Block from mod showing up in crafting grid
updated
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[1.7.10][Solved]Block from mod showing up in crafting grid
yeah
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[1.7.10][Solved]Block from mod showing up in crafting grid
https://api.monosnap.com/rpc/file/download?id=aNHR0116kLWi6BUiS7Otfh66gU8wyh[/img]
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[1.7.10][Solved]Block from mod showing up in crafting grid
Oh I see what you were talking about. I'll have to fix that.
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[1.7.10][Solved]Block from mod showing up in crafting grid
Yeah i'm trying to figure out why the image won't show up. It is a solid block so all three spaces are filled for every line like so: "XXX" "XXX" "XXX" 'x', ModItems.superbiumIngot
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