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  • Jwosty

Jwosty

Forge Modder
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  • Content Count

    128
  • Joined

    April 13, 2013
  • Last visited

    September 9, 2015

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Everything posted by Jwosty

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  1. Jwosty

    [WIP] [1.7.10] Space Distortion Mod - Stargates and TARDIS's

    Jwosty replied to Jwosty's topic in Mods

    0.3.0 Alpha is released, which adds a very simple Goa'uld base worldgen (a stargate, some transporter rings, appropriate loot, lots of gold), as well as a couple of minor tweaks.
    • February 13, 2015
    • 7 replies
  2. Jwosty

    Modder status/subforum requests

    Jwosty replied to luacs1998's topic in Modder Support

    Even thought there's only a slow trickle of subforum requests, it's still a trickle. IMO, this thread still belongs.
    • October 3, 2014
    • 51 replies
  3. Jwosty

    How to make the OnRightClick Method point to the crosshair?

    Jwosty replied to MyNameIsSilver's topic in Modder Support

    If you intend to do something whenever a player right-clicks a block, use PlayerInteractEvent.
    • October 3, 2014
    • 4 replies
  4. Jwosty

    Malformed JSON in mcmod.info

    Jwosty replied to Malkierian's topic in Modder Support

    Also try using a simple working mcmod.info file from some other mod (i.e. one that doesn't have dependencies). If it still crashes... well, we'll cross that bridge if we come to it.
    • October 3, 2014
    • 5 replies
  5. Jwosty

    How would I check for a type of block at a specific location?

    Jwosty replied to Althonos's topic in Modder Support

    I might use world.getTileEntity(x,y,z) instanceof TileEntityChest
    • October 3, 2014
    • 6 replies
  6. Jwosty

    tileEntity does not save data and not Refresh render..

    Jwosty replied to Kwasti's topic in Modder Support

    That updates the block, not any entities.
    • October 2, 2014
    • 9 replies
  7. Jwosty

    Is it possible to use my minecraft account in dev workspace? [1.7.10]

    Jwosty replied to TheEpicTekkit's topic in Modder Support

    The server doesn't need login parameters, so only add it to client configurations. You can also get that same menu by clicking the drop-down arrow to the right of the debug/run icons and selecting "* configurations".
    • October 2, 2014
    • 8 replies
  8. Jwosty

    tileEntity does not save data and not Refresh render..

    Jwosty replied to Kwasti's topic in Modder Support

    If I understand your problem correctly, I've had this exact problem before, too. My issue was that the entity's tracking range (specified in EntityRegistry.registerModEntity) wasn't big enough; changing it to a large value like 80 fixed it -- this means that players 80 blocks away will receive updates. In SP, it will just pause updating if the player leaves that range.
    • October 1, 2014
    • 9 replies
  9. Jwosty

    how to detect if a class implements an interface

    Jwosty replied to memcallen's topic in Modder Support

    What happens when you print the TE's class? e.g. ...println(world.getTileEntity(...).getClass())
    • September 30, 2014
    • 35 replies
  10. Jwosty

    Detect all nearby entities to player and then shoot lightning at them

    Jwosty replied to Xile's topic in Modder Support

    Do you mean like just vanilla lightning raining down from the sky, or zaps coming from the player to mobs? If the latter, you'll have to create your own entity.
    • September 29, 2014
    • 20 replies
  11. Jwosty

    how to detect if a class implements an interface

    Jwosty replied to memcallen's topic in Modder Support

    Have you set up your tile entity properly? Try putting a print statement in all of its constructors.
    • September 29, 2014
    • 35 replies
  12. Jwosty

    [WIP] [1.7.10] Space Distortion Mod - Stargates and TARDIS's

    Jwosty replied to Jwosty's topic in Mods

    Just released 0.2.0_alpha, which adds transporter rings, naquadah items, controller crystals, and crafting recipes for everything. Also, the MP no longer crashes but still doesn't work quite right.
    • September 27, 2014
    • 7 replies
  13. Jwosty

    Run command from Java

    Jwosty replied to Zio's topic in Modder Support

    Yeah, but don't forget to register the instance with MinecraftForge.EVENT_BUS.register. It should then work.
    • September 26, 2014
    • 59 replies
  14. Jwosty

    Modder status/subforum requests

    Jwosty replied to luacs1998's topic in Modder Support

    There are some great tutorials out there to get you started (e.g. Havvy's tutorials), as well as this board in general, and Google is your friend. The IRC channel #minecraftforge is always pretty active and friendly, so try there too! Have fun modding
    • September 26, 2014
    • 51 replies
  15. Jwosty

    Run command from Java

    Jwosty replied to Zio's topic in Modder Support

    Read up on events; you're going about it in the totally wrong manner. To use an event, you don't subclass Event, you just have to write an instance method to take an event as a paremeter (e.g. EntityJoinWorldEvent or MinecartCollisionEvent), add the EventHandler annotation to it, and register an instance of said class with MinecraftForge.EVENT_BUS.register. For example, this logs every time a player goes to bed: // Just a normal Object subclass public class MyAwesomeClass { @SubscribeEvent public sleepyTime(PlayerSleepInBedEvent sleepEvent) { System.out.println("Goodnight!"); } } // Main mod class @Mod( ... ) public class AwesomeMod { // ... @SubscribeEvent public void init(FMLInitializationEvent) { FMLCommonHandler.instance().bus().register(new MyAwesomeClass()); } } That should be enough to get you started.
    • September 26, 2014
    • 59 replies
  16. Jwosty

    How to make an update checker

    Jwosty replied to tminor1's topic in Modder Support

    The basic idea is to have a plain text file served from some stable URL. Since I use Github for my project's source code hosting, I would have a file in the top level directory, calling it, for example, version or something. So if my mod's repo were at github.com/jwosty/MyAwesomeMod , the plaintext version file would probably be at raw.githubusercontent.com/jwosty/MyAwesomeMod/master/version . Here's a mix of pseudocode and actual Java code (you'll have to look up how to do the pseudocode things): public class VersionChecker implements Runnable { public void run() { string latestVersion = magicMethodToDownloadURI("http://raw.githubusercontent.com/jwosty/MyAwesomeMod/master/version"); if (!lastestVersion.equals(CommonProxy.Version) { magicMethodToAddClientChatMessages(CommonProxy.Modid + " is currently out of date; the latest version is " + latestVersion + ", and the currently installed version is " + CommonProxy.Version + ". Please download and install the latest version."); } } public VersionChecker() {} } It's important that it's implemented in a Runnable, because that will create its very own fancy thread when used like this: @EventHandler public void postInit(FMLPostInitializationEvent event) { Thread versionCheckThread = new Thread(new VersionChecker()); versionCheckThread.start(); } Haven't verified this code for compilability yet but it should probably work alright.
    • September 23, 2014
    • 21 replies
  17. Jwosty

    true portals mod

    Jwosty replied to giacomo986's topic in Modder Support

    Ok, this is pretty freaking awesome. I like it. A lot.
    • September 19, 2014
    • 9 replies
  18. Jwosty

    [Solved] [1.7.10] alpha transperency not working

    Jwosty replied to EmperorZelos's topic in Modder Support

    canRenderInPass(pass) should _not_ always return true -- you only want it to be able to render in pass 1 (not pass 0). Use this: @Override public boolean canRenderInPass(int pass) { return pass == 1; }
    • September 19, 2014
    • 5 replies
  19. Jwosty

    java coding problem, changable variable doesn't save?

    Jwosty replied to Electrobob99's topic in Modder Support

    mode = (mode + 1) % max has the same effect, but is much shorter and more readable IMO. It's just a modulo (remainder) operation, which wraps around.
    • September 13, 2014
    • 14 replies
  20. Jwosty

    Removing that Pesky Foliage Color

    Jwosty replied to gosaints70's topic in Modder Support

    You might have to write your own block renderer. Could be wrong though.
    • September 3, 2014
    • 3 replies
  21. Jwosty

    Syncing Tile Entity with GUI

    Jwosty replied to McJty's topic in Modder Support

    Use world.markBlockForUpdate on the server to, well, re-send the block and it's tile entity to every client.
    • September 2, 2014
    • 6 replies
  22. Jwosty

    Git setup

    Jwosty replied to cad97's topic in Modder Support

    Well, there _is_ the GitHub GUI for Mac/Windows/Linux, but it's pretty limited. Personally, I prefer the command line :P
    • June 15, 2014
    • 4 replies
  23. Jwosty

    Gui Buttons

    Jwosty replied to Sear_Heat's topic in Modder Support

    Look at the Minecraft source. Take a good hard look. You'll find out how to do it.
    • June 14, 2014
    • 3 replies
  24. Jwosty

    Git setup

    Jwosty replied to cad97's topic in Modder Support

    Initializing a Git repo and setting up a remote branch from the command line is pretty simple: $ git init $ git add . $ git commit -am "first commit" $ git remote add origin https://github.com/user/repo $ git push -u origin master Now, if you're talking about a Forge project specifically, it's a bit more involved, but not too bad either. You could have a look at my repo for an example.
    • June 14, 2014
    • 4 replies
  25. Jwosty

    [WIP] [1.7.10] Space Distortion Mod - Stargates and TARDIS's

    Jwosty replied to Jwosty's topic in Mods

    Very early and buggy download added. Use with caution!
    • April 13, 2014
    • 7 replies
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