
vroominator
Forge Modder-
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Everything posted by vroominator
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Make StructureVillagePieces.Village visible
vroominator replied to vroominator's topic in Suggestions
I'm just going to disable my village component's generation until this is resolved. I've no intention of releasing anything particularly soon and I doubt this will take too long to fix. Thanks guys. -
StructureVillagePieces.Village (as of Forge 1.7.2-10.12.0.1040) is not visible. I, as well as other modders who add village components need access to this Class so we can properly add our components. I've tried extending StructureComponent instead, but I just get a ClassCastException whenever a village tries to generate my structure. This fix (or a way around it, if possible) would be much appreciated. Thanks.
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How would I make this rotate based on how its placed?
vroominator replied to Alix_The_Alicorn's topic in Modder Support
Well, you'll either need to have its rotation depend upon its metadata and decide the metadata when a player places it, or have its rotation depend upon a value stored in its tile entity, and have that set when the player places it. Have a look at BlockFurnace.java to see how Furnaces get their rotation set. -
I would also be interested in the ability to add new horse breeds and such, with the ability to set custom models and textures. I'd like to change the unicorns in my mod over to the new horses without making a clone of the horse class.
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I have no plans to make Sorcery an open source mod at this time. If you want to see how I handle liquids, you can take a peek at TileEntityMixer.class using jd-gui. It's quite messy, but it gets the job done 99.9% of the time.
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Yeah, you can use something like jd-gui to quickly decompile some classes and take a peek. You might want to look at TileEntityMixer.class and maybe even MixerRecipes.class, but beware, my code is very messy and ugly and inefficient.
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Is there an easy way to render custom models or other fancy rendering mumbo-jumbo instead of rendering armour normally? (rendering is not my strong point as you can probably tell) Something similar to IItemRenderer, but for armour, perhaps? I've made a nice wizard hat model, but I've not found a good way to render the hat model instead of the generic armour texture in a way that allows everyone else playing to see the hat model. Anyone know a good way to do this?
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I'm not good at explaining things, but I know Buildcraft makes use of Liquids, as it is where the Liquid part of Forge originally came from. BC is open source, so you could go look at the code for some good examples of LiquidTanks being used. Here's the BC Github.
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Holding two liquids is easy. My mod's mixer does this, you just need to define 2 LiquidTanks in your Tile Entity, similar to the way you define your Tile Entity's inventory. public LiquidTank[] tanks = new LiquidTank[2]; tanks[0] is your first tank and tanks[1] is your second.
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I've updated the OP once again with some more information and a few more links. I am no longer using Wikia for the official wiki, so please disregard the Wiki link in the downloads page. I've also resolved the issue with the NEI plugin, which should now work just fine.
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I've updated the OP once again with some more information and a few more links. I am no longer using Wikia for the official wiki, so please disregard the Wiki link in the downloads page. I've also resolved the issue with the NEI plugin, which should now work just fine.
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Aaaaah. I'd forgotten about those.
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Aaaaah. I'd forgotten about those.
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Do you need advice on making the enchantment itself or adding the speed effect? Enchantments are relatively easy, just check Enchantment.java and you should be able to make a basic enchant. As for adding the speed effect, you could have a tick handler check if a player is wearing armour with this enchant, and then change their speed. I think it's referred to in the code as landSpeed or something of the like.
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Do you need advice on making the enchantment itself or adding the speed effect? Enchantments are relatively easy, just check Enchantment.java and you should be able to make a basic enchant. As for adding the speed effect, you could have a tick handler check if a player is wearing armour with this enchant, and then change their speed. I think it's referred to in the code as landSpeed or something of the like.
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That's part of 1.5. Trees need more than 1 bone meal to grow now.
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That's part of 1.5. Trees need more than 1 bone meal to grow now.
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Okay. It's out. It's finally out! Beta 1.0 of Sorcery has been released. You can grab it from the downloads page linked in the OP. More documentation is coming very soon, but until then, the NEI plugin is your friend. I highly recommend you use it, as Sorcery adds a lot of recipes and a few new machines with recipes of their own. Please report any bugs you find to me via PM here at the forge forums.
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Okay. It's out. It's finally out! Beta 1.0 of Sorcery has been released. You can grab it from the downloads page linked in the OP. More documentation is coming very soon, but until then, the NEI plugin is your friend. I highly recommend you use it, as Sorcery adds a lot of recipes and a few new machines with recipes of their own. Please report any bugs you find to me via PM here at the forge forums.
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Well a lot of it is explained in the videos, but I'll try and explain a bit. I've added a wand, a spellbook, and a whole bunch of spells that do all sorts of things, such as mine ores, harvest crops, or summon lightening bolts, and I have tons more spells planned, most notably, a group of combat oriented spells which are sure to make PvP situations very interesting. I've also added some machines and lots of cool magical toys to mess around with. It's all pretty cool, and as for Minecraft Forum, that's coming soon.
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Righto. Everything's updated to 1.5.1 and is working. I've got some nice new animated textures for certain things, and a few new features to play around with, and I'm planning the Beta for this week. I go back to school on April 15th, so I feel I need to get it out now or I never will. Some of the more recent features include: ->Cheaty "Infinite Runestone" item only accessible from the Creative menu. Functions as an infinite amount of any item you might need to cast ANY spell. It's nice for testing. ->Spellbooks are now really cool. They no longer come with a predefined set of spells, and instead, it is up to the player to fill them with spells. I did this hoping it will make players value their spellbooks much more, instead of seeing them as easily replaceable objects. A better way to customise your spellbook is coming after the first release. ->A very basic Magic Point system to accompany the runestones. This works very much like how Magicka works in skyrim, and was implemented to prevent spell spamming, while also allowing players to be more flexible in their spellcasting. There is also a potion to regain half your MP.
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Just draw your stuff using a tick handler and the Tesselator. If you don't want it to draw over other Guis, check for this before drawing. FMLClientHandler.instance().getClient().inGameHasFocus If that returns false, don't draw your stuff. Simple.
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This is actually a really good idea. Will definitely have to add this mod to my pack.
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I can't believe I didn't think of that. Thanks a bunch man. That's been bugging me for ages now.