
leonardude
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Everything posted by leonardude
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[1.7.2] Making A Mod That Uses IC2 and Thermal Expansion Help
leonardude replied to leonardude's topic in Modder Support
Thank you so much! -
[1.7.2] Making A Mod That Uses IC2 and Thermal Expansion Help
leonardude replied to leonardude's topic in Modder Support
I was wondering do you know how to install the API so that it is useable when modding with forge? I got the ic2 jar file installed and I got a folder call ic2, but I couldn't access the ic2 files as a referenced library. Please help if you know how. -
Hey all! I want to make a mod that expands off of IC2 and Thermal Expansion like Forestry does. By that I mean that I want my mod to have access to the items from both mods, the power system, the fluid system, etc.. I have no idea how to do that. I believe that IC2 had an API but I don't know if it does any more. I don't think that Thermal Expansion has been updated to 1.7.2 yet but I know that IC2 has. Please help me get an idea of where to start in this regard. If you can send me to some tutorials that would be even better. Thanks so much for your time! Sincerely, Leonardude
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Thanks!
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Hey all! I'm on a mac and I have a great idea for a mod with some modding experience. Unfortunately that experience was prior to 1.7. I have two main questions. Firstly, should I have my mod be 1.7.2 or 1.7.5 or both or something else? Secondly, and more importantly, where can I find a tutorial for how to set up the modding workspace with everything needed for 1.7 modding. I've been searching high and low and I just can't find anything. I know that after setting up the workspace I can just use the available 1.7 tutorials out on the internet, but I really need to know how to set up the modding workspace so that I can just get down to modding. Thanks so much for your replies! Leonardude
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I actually didn't copy and paste the code, and I knew that they were references to classes, but I just wanted to be completely sure, and I don't appreciate you assuming that my knowledge about coding is diminutive.
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Okay I'll ask a more specific question. What is myGenBiomes, what is myBiomeIndexLayer, what is myBiomeCache, and what is myBiomesToSpawnIn? This should be more answerable.
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Help anyone?
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I was asking what I have to change from the tutorial, not from vanilla.
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Hey all! I was looking through a tutorial on making a custom dimension, and I don't know which parts I'm supposed to edit from it, so I came here for help. Can you please tell me which parts I need to edit, and what I need to put in the parts that I need to edit? By the way, don't get mad at me for not having the code inside the code box, because the code button isn't working for me. package com.Dimension.world; import java.util.ArrayList; import java.util.Arrays; import java.util.List; import java.util.Random; import com.Dimension.biomes.MainBiomes; import com.Dimension.world.gen.layer.GenLayerTutorial; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.world.ChunkPosition; import net.minecraft.world.World; import net.minecraft.world.WorldType; import net.minecraft.world.biome.BiomeCache; import net.minecraft.world.biome.BiomeGenBase; import net.minecraft.world.biome.WorldChunkManager; import net.minecraft.world.gen.layer.GenLayer; import net.minecraft.world.gen.layer.IntCache; public class WorldChunkMangerTutorialTest extends WorldChunkManager { private GenLayer myGenBiomes; private GenLayer myBiomeIndexLayer; private BiomeCache myBiomeCache; private List<BiomeGenBase> myBiomesToSpawnIn; protected WorldChunkMangerTutorialTest() { this.myBiomeCache = new BiomeCache(this); this.myBiomesToSpawnIn = new ArrayList<BiomeGenBase>(); this.myBiomesToSpawnIn.add(MainBiomes.TutorialBiomeDeafult); this.myBiomesToSpawnIn.add(MainBiomes.TutorialBiomeDiamond); this.myBiomesToSpawnIn.add(MainBiomes.TutorialBiomeEmerald); this.myBiomesToSpawnIn.add(MainBiomes.TutorialBiomeSteel); } public WorldChunkMangerTutorialTest(long seed, WorldType worldtype) { this(); // i changed this to my GenLayerTutorial GenLayer[] agenlayer = GenLayerTutorial.makeTheWorld(seed); this.myGenBiomes = agenlayer[0]; this.myBiomeIndexLayer = agenlayer[1]; } public WorldChunkMangerTutorialTest(World world) { this(world.getSeed(), world.provider.terrainType); } /** * Gets the list of valid biomes for the player to spawn in. */ public List<BiomeGenBase> getBiomesToSpawnIn() { return this.myBiomesToSpawnIn; } /** * Returns the BiomeGenBase related to the x, z position on the world. */ public BiomeGenBase getBiomeGenAt(int x, int z) { BiomeGenBase biome = this.myBiomeCache.getBiomeGenAt(x, z); if (biome == null) { return MainBiomes.TutorialBiomeDeafult; } return biome; } /** * Returns a list of rainfall values for the specified blocks. Args: * listToReuse, x, z, width, length. */ public float[] getRainfall(float[] par1ArrayOfFloat, int par2, int par3, int par4, int par5) { IntCache.resetIntCache(); if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5) { par1ArrayOfFloat = new float[par4 * par5]; } int[] aint = this.myBiomeIndexLayer.getInts(par2, par3, par4, par5); for (int i1 = 0; i1 < par4 * par5; ++i1) { float f = (float) BiomeGenBase.biomeList[aint[i1]].getIntRainfall() / 65536.0F; if (f > 1.0F) { f = 1.0F; } par1ArrayOfFloat[i1] = f; } return par1ArrayOfFloat; } /** * Return an adjusted version of a given temperature based on the y height */ @SideOnly(Side.CLIENT) public float getTemperatureAtHeight(float par1, int par2) { return par1; } /** * Returns a list of temperatures to use for the specified blocks. Args: * listToReuse, x, y, width, length */ public float[] getTemperatures(float[] par1ArrayOfFloat, int par2, int par3, int par4, int par5) { IntCache.resetIntCache(); if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5) { par1ArrayOfFloat = new float[par4 * par5]; } int[] aint = this.myBiomeIndexLayer.getInts(par2, par3, par4, par5); for (int i1 = 0; i1 < par4 * par5; ++i1) { float f = (float) BiomeGenBase.biomeList[aint[i1]].getIntTemperature() / 65536.0F; if (f > 1.0F) { f = 1.0F; } par1ArrayOfFloat[i1] = f; } return par1ArrayOfFloat; } /** * Returns an array of biomes for the location input. */ public BiomeGenBase[] getBiomesForGeneration(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5) { IntCache.resetIntCache(); if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < par4 * par5) { par1ArrayOfBiomeGenBase = new BiomeGenBase[par4 * par5]; } int[] aint = this.myGenBiomes.getInts(par2, par3, par4, par5); for (int i = 0; i < par4 * par5; ++i) { if (aint >= 0) { par1ArrayOfBiomeGenBase = BiomeGenBase.biomeList[aint]; } else { //Change this to a biome par1ArrayOfBiomeGenBase = MainBiomes.TutorialBiomeDeafult; } } return par1ArrayOfBiomeGenBase; } /** * Returns biomes to use for the blocks and loads the other data like * temperature and humidity onto the WorldChunkManager Args: oldBiomeList, * x, z, width, depth */ public BiomeGenBase[] loadBlockGeneratorData(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5) { return this.getBiomeGenAt(par1ArrayOfBiomeGenBase, par2, par3, par4, par5, true); } /** * Return a list of biomes for the specified blocks. Args: listToReuse, x, * y, width, length, cacheFlag (if false, don't check biomeCache to avoid * infinite loop in BiomeCacheBlock) */ public BiomeGenBase[] getBiomeGenAt(BiomeGenBase[] par1ArrayOfBiomeGenBase, int x, int y, int width, int length, boolean cacheFlag) { IntCache.resetIntCache(); if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < width * length) { par1ArrayOfBiomeGenBase = new BiomeGenBase[width * length]; } if (cacheFlag && width == 16 && length == 16 && (x & 15) == 0 && (y & 15) == 0) { BiomeGenBase[] abiomegenbase1 = this.myBiomeCache.getCachedBiomes(x, y); System.arraycopy(abiomegenbase1, 0, par1ArrayOfBiomeGenBase, 0, width * length); return par1ArrayOfBiomeGenBase; } else { int[] aint = this.myBiomeIndexLayer.getInts(x, y, width, length); for (int i = 0; i < width * length; ++i) { if (aint >= 0) { par1ArrayOfBiomeGenBase = BiomeGenBase.biomeList[aint]; } else { //Change this to a biome par1ArrayOfBiomeGenBase = MainBiomes.TutorialBiomeDeafult; } } return par1ArrayOfBiomeGenBase; } } /** * checks given Chunk's Biomes against List of allowed ones */ public boolean areBiomesViable(int par1, int par2, int par3, List par4List) { IntCache.resetIntCache(); int l = par1 - par3 >> 2; int i1 = par2 - par3 >> 2; int j1 = par1 + par3 >> 2; int k1 = par2 + par3 >> 2; int l1 = j1 - l + 1; int i2 = k1 - i1 + 1; int[] aint = this.myGenBiomes.getInts(l, i1, l1, i2); for (int j2 = 0; j2 < l1 * i2; ++j2) { BiomeGenBase biomegenbase = BiomeGenBase.biomeList[aint[j2]]; if (!par4List.contains(biomegenbase)) { return false; } } return true; } /** * Finds a valid position within a range, that is in one of the listed * biomes. Searches {par1,par2} +-par3 blocks. Strongly favors positive y * positions. */ public ChunkPosition findBiomePosition(int par1, int par2, int par3, List par4List, Random par5Random) { IntCache.resetIntCache(); int l = par1 - par3 >> 2; int i1 = par2 - par3 >> 2; int j1 = par1 + par3 >> 2; int k1 = par2 + par3 >> 2; int l1 = j1 - l + 1; int i2 = k1 - i1 + 1; int[] aint = this.myGenBiomes.getInts(l, i1, l1, i2); ChunkPosition chunkposition = null; int j2 = 0; for (int k2 = 0; k2 < l1 * i2; ++k2) { int l2 = l + k2 % l1 << 2; int i3 = i1 + k2 / l1 << 2; BiomeGenBase biomegenbase = BiomeGenBase.biomeList[aint[k2]]; if (par4List.contains(biomegenbase) && (chunkposition == null || par5Random.nextInt(j2 + 1) == 0)) { chunkposition = new ChunkPosition(l2, 0, i3); ++j2; } } return chunkposition; } /** * Calls the WorldChunkManager's biomeCache.cleanupCache() */ public void cleanupCache() { this.myBiomeCache.cleanupCache(); } }
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How do I generate/ungenerate things in my biome
leonardude replied to leonardude's topic in Modder Support
What do I do with my ChunkProvider after I create it? Which classes extend it if any? -
How do I generate/ungenerate things in my biome
leonardude replied to leonardude's topic in Modder Support
So then how do I use my ChunkProvider that I create? -
How do I generate/ungenerate things in my biome
leonardude replied to leonardude's topic in Modder Support
So then how do I use my ChunkProvider that I create? -
How do I generate/ungenerate things in my biome
leonardude replied to leonardude's topic in Modder Support
Can someone reply? -
I don't think that you guys know what I'm asking right now. The current cactus spawning code uses the Enumeration DESERT, which means that it can only spawn or be place on sand, based on the if statements in the given methods. What I need to do is have my own cactus spawn on my own block, USING MY OWN ENUMERATION! (Bold wasn't working so I had to capitalize it) I don't know how to create my own enumeration that acts like the DESERT enumeration, but uses a custom block instead of sand.
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Hey all! Does anyone know of any minecraft modding 1.7 tutorials? I heard that you have to use something called Gretle or something like that, and I have no idea what that's about and I'd like to get ahead of the game.
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How do I generate/ungenerate things in my biome
leonardude replied to leonardude's topic in Modder Support
And then in my biomes I extend that chunk provider right? And what does the code that you posted do? -
How do I generate/ungenerate things in my biome
leonardude replied to leonardude's topic in Modder Support
So do I have to edit actual minecraft or do I create my own ChunkProvider? I'm thinking that I have to create my own ChunkProvider but I'm not sure.