
vroominator
Forge Modder-
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Everything posted by vroominator
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I've got a couple of GUIs in Sorcery that display Liquid Tanks. I've made a tooltip appear whenever the user hovers their mouse over the tank display, like Forestry and Thermal expansion do, but I've got a little problem. Buttons and Itemstacks always render infront of these tooltips. Always. I've messed with Z-Levels and such for a while now but I just cannot fix it. This is the code that renders the tooltip. I "borrowed" most of it from GuiContainer. How should I fix this? I've got multiple GUIs that contain these tanks and I'd really like to be able to display the amount of liquid stored.
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You won't need any other mods to use sorcery, just Forge, although I do very much recommend using NEI. I've got an NEI plugin done so you'll be able to view Forge, Mixer, Infuser, and Tinkering recipes using NEI, which is very helpful. And as for a release date, I haven't really given it much thought. School holidays begin on the 29th of March, and I still need to update to 1.5, that might take me a while, as I've got to change a lot of stuff, mostly regarding textures, and I'll need to sweep through and squash any new bugs, so let's say anywhere from April 5th to April 15th (No guarantees ). Sound good? I want to make sure everything is working perfectly. One more thing, you said you're planning on keeping your series based around one mod. Unless you're going to spend a loooot of time casting spells and stuff, I doubt you'll be able to keep an interesting series going about just this mod. While I have added a lot of neat content, not much of it is the sort of stuff that aids your progress with vanilla stuff, like how IC2 has a macerator to double your ores, and there aren't really any cool automated machines or anything you can build just yet. Most of the content currently available is more endgame stuff and I haven't had a chance to receive feedback and properly balance everything yet. This is also going to be a beta release. I have an absolute ton of content planned for the future, which will improve not only your experience with Sorcery, but with vanilla things, and things from other mods as well. For example, I have a really neat enchantment storage and transferral system planned, as well as a new type of Buildcraft engine that runs on Magic Essence. If you want to make the most of some of the content I have planned for the future, I recommend playing with at least some other mods.
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If I remember correctly, GregTech has some sort of creative-only power generator block. That might be what you need.
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Glad to hear you're excited! I'm actually quite close to what I consider is good enough for a release, but I'd just like to make sure that I've squashed as many bugs as possible and got enough content to keep people interested. I'm currently neck-deep in schoolwork, but holidays start in 3 weeks and I do really want to get a release out there to get people's opinions and suggestions. Also, new video [embed=425,349]http://www.youtube.com/watch?v=tnAJN7qw3cs[/embed]
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Well it's pretty easy. Take a look at how the vanilla Village Components work, and if you can't figure it out from there, I'll try and help you.
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Well to get your villager to spawn, first of all, you'll need some sort of village component to spawn them in. Once you've got that all done, add this line somewhere in the addComponentParts method: this.spawnVillagers(world, box, 3, 16, 3, 1); world is the method's World param, box is the method's StructureBoundingBox param. The next three integers are the position to spawn the villager, and the last integer is the amount. Add this method somewhere else in your Component class. protected int getVillagerType(int par1) { return 0; } replace 0 with whatever you set your villager's ID to. Now when a village generates with that component in it, one of your villagers will spawn too
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[SOLVED!] Spawning items from using an item on a block
vroominator replied to RaTheBadger's topic in Modder Support
if(!world.isRemote) { stuff } -
Show us the crash logs.
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Studying the vanilla guis to get an understanding of how they work will make gui making easier for you.
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No, you didn't, but you did ask a question that showed that you have very little experience with java.
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[Solved]How many ticks is a Minecraft day?
vroominator replied to Ynscription's topic in Modder Support
If I recall correctly, a whole day is 20 minutes. 10 Minutes day 2 Minutes dusk 8 Minutes night 2 Minutes dawn -
How to replace a method/ add a method in a minecraft base class?
vroominator replied to uyjulian's topic in Modder Support
Why not submit a pull request to forge for this? Other modders could use these things too. -
The book and quill is a good place to start with NBT data. Go look at the code for it.
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Im sorry if this is a FAQ, please help
vroominator replied to oOcherrychanOo's topic in Support & Bug Reports
MCPatcher = Bad. Don't use it. Use something like Magic Launcher or MultiMC Instead, and you only need to download universal. source and Javadoc are for modders. -
how do i make my forge mod multiplayer supported?
vroominator replied to d3thdrug's topic in General Discussion
Well, give us your crash logs, and we'll try and work out what you did wrong. -
Use this instead. new ItemStack(Block.sapling, 1, -1)
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I've been very busy. Added 46 spells in the past few days. Check this out. [embed=425,349]<iframe width="560" height="315" src="http://www.youtube.com/embed/oBU_kw6miyQ" frameborder="0" allowfullscreen></iframe>[/embed]
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You should go look at the EE3 Github. The Minium Stone displays an overlay onscreen, you might be able to learn from that. The class that handles that is here.
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Alright, time for another quick update.
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If you don't want it to draw when there's another gui open, run a check for FMLClientHandler.instance().getClient().inGameHasFocus If it returns false, don't render.
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MCP doesn't get updated to the snapshots, and therefore, Forge does not update to the snapshots either.