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Posts
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Everything posted by ObsequiousNewt
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... not useful. Copypasta the achievement code, duh.
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Depends what context you're working in.
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After two weeks of helping other people (but it seems like longer), I finally need some help myself. With an entity that is glitching horribly when I try to drive it. I know it's just something stupid, some packet-related thing I forgot... but could someone point out to me what I did? Here's my Entity code: My git repo, in case you need other files, is at https://github.com/Pentachoron-Labs/SBFP-Tech/tree/secretfeature—make sure you're on the "secretfeature" branch. Oh, and if the constant use of "secret" bothers you, just mentally replace it with "tractor". Thanks!
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Custom Block Render Issues: Brightness is incorrect
ObsequiousNewt replied to Draco18s's topic in Modder Support
The problem is, brightness works differently for specially rendered blocks and normal blocks. I'm afraid I don't know how to fix your problem. -
Proxy problems: ClassNotFoundException (Solved)
ObsequiousNewt replied to rulezberg's topic in Modder Support
It looks like your client proxy is in the wrong place. Can I see the code? -
[Solved] How to generate something underwater?
ObsequiousNewt replied to JoseTheCrafter's topic in Modder Support
Are you a Java coder or not? That was Python syntax, which I'm sorry for, but not enough to tell you that you need parentheses around a Java "if" condition. And you should be putting that condition around line 66, and, if you're not smart enough to know which variables use instead of "x","y", and "z", then I'm not going to tell you. (Hint: You defined them yourself.) Okay, rant over... I needed that. I'm sorry, I've been struggling with entities all day. -
[Forge] Add a new slot in the player's inventory.
ObsequiousNewt replied to Montmo's topic in Modder Support
In your mod's @Init, I'd think. -
Crash + unable to add names for a metadata block
ObsequiousNewt replied to SamTebbs33's topic in Modder Support
No, but you should probably get rid of the "[solved]" tag if you want help. -
[Forge]Using forge to modify not just add things...
ObsequiousNewt replied to Commando950's topic in Modder Support
Admittedly, that did confuse me before I remembered that "emerald" was the old name for "diamond". Doable: yes "Easy" without base class editing: yes Simple: hell no. At least, not for your first mod. (I still fuck up simple block rendering now and then) Not talking about TESRs or custom block renderers; those are easy. I was thinking... well, never mind, I don't see why he would want to do something like that anyway. Like I said, tell us what you want to modify. I'm not going to give you the methods for modifying everything. Do you want to change a block? An item? An entity? Or what? Probably EXISTING blocks/items and textures to those. I really wanna change durability to EXISTING tools as well. It'll take a bit of work, but should be simple enough. What you will have to do is copy and modify ItemTool, changing the line this.setMaxDamage(par3EnumToolMaterial.getMaxUses()); to something else. You'll need to do the same to ItemSword and ItemHoe. Then you'll need to copy and modify the ItemPickaxe, ItemAxe, and ItemShovel classes to inherit from your ItemTool instead of Minecraft's. Then it's a simple matter of changing the element Item.itemsList[] for each of those items to be an instance of your item instead. -
[Solved] How to generate something underwater?
ObsequiousNewt replied to JoseTheCrafter's topic in Modder Support
Just put a check for the candidate block in your Generator or WorldGen for the candidate block: if world.getBlockId(x,y+1,z) == Block.waterStill.blockID: # do stuff -
Lolz, markdown fail
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Eurgh. I think it's more readable if you name those ContainerMyBlock, TileEntityMyBlock, and RenderMyBlock respectively. In fact, I need to get my partner atrain99 to rename our classes like that
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player.sendChatToPlayer(message), I believe.
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Your mod is crashing on line 72 of your mod file. What is line 72?
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Crash + unable to add names for a metadata block
ObsequiousNewt replied to SamTebbs33's topic in Modder Support
I did mean programming... I'm a Python person myself, and I hate Java with all my heart. But I mod MC anyway, because I like modding and there's little I can do about the language. -
And before me, though not by much. (*cough* also I think you meant 1.0.5_01) I can't find my original registration date, but it's around Alpha v1.1.2_01, which is the earliest reference I have to my having played, only two weeks later. No, I mean beta 1.5_01, which is what that mod is written for. I first started somewhere around Beta 1.6. (lol,hipster)
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[Forge] Add a new slot in the player's inventory.
ObsequiousNewt replied to Montmo's topic in Modder Support
Adding a new button to the player's inventory is easy. Adding a new slot is slightly more difficult and will cause incompatibility with other mods (if you want it to show up for their custom GUIs, that is. If it's more like armor, then you don't have to worry as much.) I would look into modifying player.inventory.mainInventory. -
[Forge]Using forge to modify not just add things...
ObsequiousNewt replied to Commando950's topic in Modder Support
Doable: yes "Easy" without base class editing: yes Simple: hell no. At least, not for your first mod. (I still fuck up simple block rendering now and then) Not talking about TESRs or custom block renderers; those are easy. I was thinking... well, never mind, I don't see why he would want to do something like that anyway. Like I said, tell us what you want to modify. I'm not going to give you the methods for modifying everything. Do you want to change a block? An item? An entity? Or what? -
how to create written books with static content
ObsequiousNewt replied to Torojima's topic in Modder Support
Copy and modify the class, I figure, would be your next best bet. -
How and where to override Chunk.java?
ObsequiousNewt replied to freeradicalx's topic in Modder Support
Oh, I see. I suspect you would. I don't know much about this sort of thing, but I think you want to create an extension of WorldSavedData and then use world.perWorldStorage.setData("id",myWSD); Of course, someone's going to tell me I'm wrong or there's a far more elegant way to do it, which I welcome. -
Um... I just opened it, and it's already unobfuscated...
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Good gracious! 1.5_01... that's about when I started playing Minecraft. I thought you said 1.2.5... Still, it can be done. Actually, it's easier. But it'll be a hard task for you to update...
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[Forge]Using forge to modify not just add things...
ObsequiousNewt replied to Commando950's topic in Modder Support
It depends what you want to modify. Blocks and items can be changed quite easily by manipulating Block.blocksList[] and Item.itemsList[] respectively. Textures are even easier. You don't even have to change the MC source. Other things... I can't quite say. Entities, I think, are more difficult, but can be done. TE's should be easy. Particles... there you might have to modify base classes. Modification of actual rendering algorithms = definitely. So... yes and no.