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ObsequiousNewt

Forge Modder
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Everything posted by ObsequiousNewt

  1. Exactly what I was thinking. Y'know what? I could solve your problem by asking for the folder setup. You might misunderstand me. I might have to ask for other things. And it would be so much easier if you just gave me the jar. I don't even care about seeing the source! If I were interested in stealing other people's mods, I would have to ask for the source. Otherwise I couldn't update it. I'm not afraid to do work, but I do it ON MY OWN MOD. And guess what? It's a universal thing among coders: I would probably look at your source, were you to show it to me, and gag. I had a problem, recently, with someone's config. I looked at their code, ran from the computer, and cried. I'm sure it works for them, but I hate reading anyone's code but my own. Not to mention that I would probably think your mod idea is stupid. I never say this to people, of course. If I'm going to decide to help other modders, I may as well be nice about it. I try not to judge people. I'm not even judging your mod. But when people come here asking for help? They had better be prepared to help me help them. I'm an advocate of open-source; it says so in my profile. That doesn't mean I can't deal with closed-source; I'm a Minecraft modder after all. But, even among open-source coders (perhaps especially among open-source coders) there is an unwritten law: you do *not* steal others' code. You use it to help learn something, or to find out what's wrong with yours. But you do not take others' ideas. Nor do I want to. I have no interest in adding a spear to my mod, and, to be honest, it would take twice as much work to decompile yours and fit it to the rest of my mod than it would be to simply code one myself. Or perhaps you think I would just take your jar, touch up the license a bit, and then post it on the MC forums? Apart from the fact that it doesn't work, I might just as easily distribute IronChests and say it's mine. And I couldn't do anything with it either. TL;DR: If you're asking for help and you're not prepared to show us what you're working with, DON'T EXPECT ANY. Ugh, perhaps not a very well-written rant... but then I guess that few actually are.
  2. Regardless of how they set it: StringTranslate.getInstance().translateKey("whatever");
  3. Put this in the Tutorials!
  4. I just have a psychic influence... problems solve themselves whenever I'm around.
  5. You... should shut down your mod and wait for the singularity.
  6. I had my common proxy extend IGuiHandler itself and put the getWhateverGuiElement()s in there instead. I don't know if it's necessary, but see if that helps.
  7. Unless you want all zombies to drop enchanted swords, it'll definitely be easier to create your own mob.
  8. Perhaps you might try reworking the renderer to use seperate files, the way it is done with items normally.
  9. Out of curiosity, why are you setting your SaltCondenser block ID to 0? Methinks the world is being made entirely of salt condensers (where there should be air at any rate.) Anyway, check for memory leaks.
  10. What do you mean by that? How does it fail?
  11. Derp. I mean ItemBow.
  12. I posted my code here as per your PM. I'm not sure what your problem is, but I think it might be with your TileEntity.
  13. Silly me. Why don't I post it here, in case someone else wants to see it? Container code: Common Proxy code: TE code: And the SlotSolarCharger: If you need anything else, you can check out our GitHub repo at https://github.com/Pentachoron-Labs/SBFP-Tech.
  14. You're using an outdated version of WeaponMod. Just out of curiosity, why is there no lq.class in 1.5.2?
  15. You need a better computer. This is not a Forge bug. If Minecraft worked on that computer before you installed Forge, this is black sorcery of the highest order.
  16. Well, in that case, you'll want to get rid of the bang.
  17. I'm honestly not sure how I found the solution, but I added tractorX/Y/Z/Yaw/Pitch and velocityX/Y/Z variables akin to the way they're used in EntityBoat and EntityMinecart, and it worked. Then I started fixing the bounding box and ran into... well, this.
  18. Yes. Modify Block.blocksList[].
  19. Why would you need to?
  20. If you swap the order and select the leftmost slot, what happens? Also, the nonexistence of the hotbar seems to suggest that the y-value for the location might be off. Otherwise, I can't figure out anything wrong with this... could I perhaps see your proxies?
  21. Nothing personal but I've worked long and hard on my mod and I'm not sure I'm ready to just give it away to a total stranger on the internet. I will however tell you anything you'd like to know about the structure and files. Also I know why the mcmod.info file didn't work, there was an error in the syntax. Sorry, but I've worked long and hard on gaining my knowledge of Minecraft and I'm not sure I'm ready to just give it away to a total stranger on the Internet. I'M NOT EVEN ASKING FOR THE SOURCE.
  22. If you want only those zombies to drop your item, I think you would be better off creating your own zombie (probably inheriting EntityZombie) and modifying the drops in-class. Otherwise, I think there is no way except involving base edits.
  23. The Minecraft entity collision code, as I just learned, is sadly lacking. The entity code is configured, by default, to allow a square prism. What if you want a bounding box with custom dimensions? Override setPosition. Easy enough, until you start trying to work with rotation. For example, I'm trying to make a tractor, which is obviously longer than it is wide. I want to allow it to turn. Easy? No, because the bounding box is axis-aligned. I'd like to request, perhaps as a long-term goal, that a non-axisaligned bounding box system be implemented. This would allow for better entity collisions universally.
  24. Could I have a copy of the zip/jar that fails?
  25. player.isEntityInsideOpaqueBlock() This goes in Modder Support.
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