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Everything posted by NovaViper
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[1.8]Making configurations for Biome and Dimension IDs
NovaViper replied to NovaViper's topic in Modder Support
Well.. I like my things to organized (depending on what it is), especially when it comes to coding, I aligned the biome by when I add them and their ID numbers. What Minecraft is doing is this http://i1319.photobucket.com/albums/t661/Nova_Leary/Reason_zpsifv9tv1n.png[/img] This is completely opposite to what I have in my code so it is confusing for me -
Will that delete my current coding in the workspace?
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[1.8]Making configurations for Biome and Dimension IDs
NovaViper replied to NovaViper's topic in Modder Support
Darn I was hoping that I could fix that since my biomes are asorted in a way that if they were organized in alphabetical order, it would be very confusing -
[1.8]Making configurations for Biome and Dimension IDs
NovaViper replied to NovaViper's topic in Modder Support
Oh and I modifed the code since I found an easier way to make the configurations package common.zeroquest.core.handlers; import java.io.File; import java.util.ArrayList; import java.util.List; import net.minecraftforge.common.config.Configuration; import net.minecraftforge.common.config.Property; import org.apache.logging.log4j.Logger; import common.zeroquest.ZeroQuest; import common.zeroquest.lib.Constants; import common.zeroquest.lib.IDs; public class ConfigHandler { // Add more Categories for GuiFactory\\ TODO public static Configuration config; public static final String CATEGORY_LOAD = "load"; public static final String CATEGORY_FUNCTION = "function"; public static final String CATEGORY_MISC = "miscellaneous"; public static final String CATEGORY_DIMENSION = "dimensions"; public static final String CATEGORY_BIOME = "biomes"; public static void init(File file) { config = new Configuration(file); loadConfig(); } public static void loadConfig() { config.addCustomCategoryComment(CATEGORY_FUNCTION, "Here you can manage all mod and entity functions"); config.addCustomCategoryComment(CATEGORY_LOAD, "Here you can manage what the mod loads into the game"); config.addCustomCategoryComment(CATEGORY_MISC, "Here you can manage the miscellaneous functions of the mod"); config.addCustomCategoryComment(CATEGORY_DIMENSION, "Here you can manage the mod's dimension factors"); config.addCustomCategoryComment(CATEGORY_BIOME, "Here you can manage the mod's biome factors"); //@formatter:off /*=================================Load Configurations==========================================*/ //@formatter:on Constants.DEF_DARKLOAD = config.get(CATEGORY_LOAD, "DarkElements", Constants.DEF_DARKLOAD).setLanguageKey(Constants.guiKey + "DarkElements").setRequiresMcRestart(true).getBoolean(Constants.DEF_DARKLOAD); Constants.DEF_STARTING_ITEMS = config.get(CATEGORY_LOAD, "StartingItems", Constants.DEF_STARTING_ITEMS).setLanguageKey(Constants.guiKey + "StartingItems").getBoolean(Constants.DEF_STARTING_ITEMS); Constants.DEF_MODCHECKER = config.get(CATEGORY_LOAD, "ModCheck", Constants.DEF_MODCHECKER).setLanguageKey(Constants.guiKey + "ModCheck").getBoolean(Constants.DEF_MODCHECKER); //@formatter:off /*=================================Function Configurations==========================================*/ //@formatter:on Constants.DEF_HEALING = config.get(CATEGORY_FUNCTION, "Healing", Constants.DEF_HEALING).setLanguageKey(Constants.guiKey + "Healing").getBoolean(Constants.DEF_HEALING); Constants.DEF_SNOWSTEP = config.get(CATEGORY_FUNCTION, "SnowStep", Constants.DEF_SNOWSTEP).setLanguageKey(Constants.guiKey + "SnowStep").getBoolean(Constants.DEF_SNOWSTEP); Constants.DEF_GRASSSTEP = config.get(CATEGORY_FUNCTION, "GrassStep", Constants.DEF_GRASSSTEP).setLanguageKey(Constants.guiKey + "GrassStep").getBoolean(Constants.DEF_GRASSSTEP); //@formatter:off /*=================================Miscellaneous Configurations==========================================*/ //@formatter:on Constants.DEF_HOWL = config.get(CATEGORY_MISC, "Howl", Constants.DEF_HOWL).setLanguageKey(Constants.guiKey + "Howl").getBoolean(Constants.DEF_HOWL); Constants.DEF_IS_HUNGER_ON = config.get(CATEGORY_MISC, "HungerDecay", Constants.DEF_IS_HUNGER_ON).setLanguageKey(Constants.guiKey + "HungerDecay").getBoolean(Constants.DEF_IS_HUNGER_ON); //@formatter:off /*=================================DimensionsConfigurations==========================================*/ //@formatter:on IDs.Nillax = config.get(CATEGORY_DIMENSION, "NillaxID", IDs.Nillax).setLanguageKey(Constants.guiKey + "NillaxID").setRequiresMcRestart(true).getInt(IDs.Nillax); IDs.Darkax = config.get(CATEGORY_DIMENSION, "DarkaxID", IDs.Darkax).setLanguageKey(Constants.guiKey + "DarkaxID").setRequiresMcRestart(true).getInt(IDs.Darkax); //@formatter:off /*=================================BiomesConfigurations==========================================*/ //@formatter:on IDs.bioZone = config.get(CATEGORY_BIOME, "BioZoneID", IDs.bioZone).setLanguageKey(Constants.guiKey + "BioZoneID").setRequiresMcRestart(true).getInt(IDs.bioZone); IDs.redSeed = config.get(CATEGORY_BIOME, "RedSeedID", IDs.redSeed).setLanguageKey(Constants.guiKey + "RedSeedID").setRequiresMcRestart(true).getInt(IDs.redSeed); IDs.blueTaiga = config.get(CATEGORY_BIOME, "BlueTaigaID", IDs.blueTaiga).setLanguageKey(Constants.guiKey + "BlueTaigaID").setRequiresMcRestart(true).getInt(IDs.blueTaiga); IDs.blueTaigaHills = config.get(CATEGORY_BIOME, "BlueTaigaHillsID", IDs.blueTaigaHills).setLanguageKey(Constants.guiKey + "BlueTaigaHillsID").setRequiresMcRestart(true).getInt(IDs.blueTaigaHills); IDs.blueColdTaiga = config.get(CATEGORY_BIOME, "BlueColdTaigaID", IDs.blueColdTaiga).setLanguageKey(Constants.guiKey + "BlueColdTaigaID").setRequiresMcRestart(true).getInt(IDs.blueColdTaiga); IDs.blueColdTaigaHills = config.get(CATEGORY_BIOME, "BlueColdTaigaHillsID", IDs.blueColdTaigaHills).setLanguageKey(Constants.guiKey + "BlueColdTaigaHillsID").setRequiresMcRestart(true).getInt(IDs.blueColdTaigaHills); IDs.blueMegaTaiga = config.get(CATEGORY_BIOME, "BlueMegaTaigaID", IDs.blueMegaTaiga).setLanguageKey(Constants.guiKey + "BlueMegaTaigaID").setRequiresMcRestart(true).getInt(IDs.blueMegaTaiga); IDs.blueMegaTaigaHills = config.get(CATEGORY_BIOME, "BlueMegaTaigaHillsID", IDs.blueMegaTaigaHills).setLanguageKey(Constants.guiKey + "BlueMegaTaigaHillsID").setRequiresMcRestart(true).getInt(IDs.blueMegaTaigaHills); IDs.pinkZone = config.get(CATEGORY_BIOME, "PinkZoneID", IDs.pinkZone).setLanguageKey(Constants.guiKey + "PinkZoneID").setRequiresMcRestart(true).getInt(IDs.pinkZone); IDs.destroZone = config.get(CATEGORY_BIOME, "DestroZoneID", IDs.destroZone).setLanguageKey(Constants.guiKey + "DestroZoneID").setRequiresMcRestart(true).getInt(IDs.destroZone); IDs.destroZoneHills = config.get(CATEGORY_BIOME, "DestroZoneHillsID", IDs.destroZoneHills).setLanguageKey(Constants.guiKey + "DestroZoneHillsID").setRequiresMcRestart(true).getInt(IDs.destroZoneHills); IDs.walRockland = config.get(CATEGORY_BIOME, "WalRocklandID", IDs.walRockland).setLanguageKey(Constants.guiKey + "WalRocklandID").setRequiresMcRestart(true).getInt(IDs.walRockland); IDs.darkWasteland = config.get(CATEGORY_BIOME, "DarkaxBiomeID", IDs.darkWasteland).setLanguageKey(Constants.guiKey + "DarkaxBiomeID").setRequiresMcRestart(true).getInt(IDs.darkWasteland); IDs.nileSavanna = config.get(CATEGORY_BIOME, "NileSavannaID", IDs.nileSavanna).setLanguageKey(Constants.guiKey + "NileSavannaID").setRequiresMcRestart(true).getInt(IDs.nileSavanna); IDs.nileSavannaPlateau = config.get(CATEGORY_BIOME, "NileSavannaPlateauID", IDs.nileSavannaPlateau).setLanguageKey(Constants.guiKey + "NileSavannaPlateauID").setRequiresMcRestart(true).getInt(IDs.nileSavannaPlateau); IDs.nileJungle = config.get(CATEGORY_BIOME, "NileJungleID", IDs.nileJungle).setLanguageKey(Constants.guiKey + "NileJungleID").setRequiresMcRestart(true).getInt(IDs.nileJungle); IDs.nileJungleHills = config.get(CATEGORY_BIOME, "NileJungleHillsID", IDs.nileJungleHills).setLanguageKey(Constants.guiKey + "NileJungleHillsID").setRequiresMcRestart(true).getInt(IDs.nileJungleHills); IDs.nileJungleEdge = config.get(CATEGORY_BIOME, "NileJungleEdgeID", IDs.nileJungleEdge).setLanguageKey(Constants.guiKey + "NileJungleEdgeID").setRequiresMcRestart(true).getInt(IDs.nileJungleEdge); IDs.nileSwampland = config.get(CATEGORY_BIOME, "NileSwamplandID", IDs.nileSwampland).setLanguageKey(Constants.guiKey + "NileSwamplandID").setRequiresMcRestart(true).getInt(IDs.nileSwampland); IDs.nileMesa = config.get(CATEGORY_BIOME, "NileMesaID", IDs.nileMesa).setLanguageKey(Constants.guiKey + "NileMesaID").setRequiresMcRestart(true).getInt(IDs.nileMesa); IDs.nileMesaPlateau_F = config.get(CATEGORY_BIOME, "NileMesaPlateauFID", IDs.nileMesaPlateau_F).setLanguageKey(Constants.guiKey + "NileMesaPlateauFID").setRequiresMcRestart(true).getInt(IDs.nileMesaPlateau_F); IDs.nileMesaPlateau = config.get(CATEGORY_BIOME, "NileMesaPlateauID", IDs.nileMesaPlateau).setLanguageKey(Constants.guiKey + "NileMesaPlateauID").setRequiresMcRestart(true).getInt(IDs.nileMesaPlateau); IDs.nileMountains = config.get(CATEGORY_BIOME, "NileMountainsID", IDs.nileMountains).setLanguageKey(Constants.guiKey + "NileMountainsID").setRequiresMcRestart(true).getInt(IDs.nileMountains); IDs.nileMountainsEdge = config.get(CATEGORY_BIOME, "NileMountainsEdgeID", IDs.nileMountainsEdge).setLanguageKey(Constants.guiKey + "NileMountainsEdgeID").setRequiresMcRestart(true).getInt(IDs.nileMountainsEdge); IDs.nileMountainsPlus = config.get(CATEGORY_BIOME, "NileMountainsPlusID", IDs.nileMountainsPlus).setLanguageKey(Constants.guiKey + "NileMountainsPlusID").setRequiresMcRestart(true).getInt(IDs.nileMountainsPlus); if (config.hasChanged()) { config.save(); } } } But the game seems to be organizing the configurations alphabetical order still -
[1.8]Making configurations for Biome and Dimension IDs
NovaViper replied to NovaViper's topic in Modder Support
When I open up the mods tab and open up the configurations, the game has organized them alphabetical order, not in the order I have it in the code -
[1.8]Making configurations for Biome and Dimension IDs
NovaViper replied to NovaViper's topic in Modder Support
hey, I'm having a bit of trouble organizing my configurations. I'm trying to get the biome configurations to aline as I have them ordered in the code. Here is the code public static void loadConfig() { List<String> propOrder = new ArrayList<String>(); Property propLoad; Property propFunction; Property propMisc; Property propDim; Property propBiome; config.addCustomCategoryComment(CATEGORY_FUNCTION, "Here you can manage all mod and entity functions"); config.addCustomCategoryComment(CATEGORY_LOAD, "Here you can manage what the mod loads into the game"); config.addCustomCategoryComment(CATEGORY_MISC, "Here you can manage the miscellaneous functions of the mod"); config.addCustomCategoryComment(CATEGORY_DIMENSION, "Here you can manage the mod's dimension factors"); config.addCustomCategoryComment(CATEGORY_BIOME, "Here you can manage the mod's biome factors"); //@formatter:off /*=================================Load Configurations==========================================*/ //@formatter:on propLoad = config.get(CATEGORY_LOAD, "DarkElements", false); propLoad.comment = "Toggles the Dark Elemental Load"; propLoad.setLanguageKey("gui.config.property.DarkElements").setRequiresMcRestart(true); Constants.DEF_DARKLOAD = propLoad.getBoolean(Constants.DEF_DARKLOAD); propLoad = config.get(CATEGORY_LOAD, "StartingItems", true); propLoad.comment = "Toggles spawning in a world with a Command Seal"; propLoad.setLanguageKey("gui.config.property.StartingItems"); Constants.DEF_STARTING_ITEMS = propLoad.getBoolean(Constants.DEF_STARTING_ITEMS); propLoad = config.get(CATEGORY_LOAD, "ModCheck", true); propLoad.comment = "Toggles the mod's version checker"; propLoad.setLanguageKey("gui.config.property.ModCheck"); Constants.DEF_MODCHECKER = propLoad.getBoolean(Constants.DEF_MODCHECKER); propOrder.add(propLoad.getName()); //@formatter:off /*=================================Function Configurations==========================================*/ //@formatter:on propFunction = config.get(CATEGORY_FUNCTION, "Healing", false); propFunction.comment = "Toggles the healing ability of ALL ZQ tameable creatures"; propFunction.setLanguageKey("gui.config.property.Healing"); Constants.DEF_HEALING = propFunction.getBoolean(Constants.DEF_HEALING); propFunction = config.get(CATEGORY_FUNCTION, "SnowStep", true); propFunction.comment = "Toggles the snow/ice footprints of Ice Zertums"; propFunction.setLanguageKey("gui.config.property.SnowStep"); Constants.DEF_SNOWSTEP = propFunction.getBoolean(Constants.DEF_SNOWSTEP); propFunction = config.get(CATEGORY_FUNCTION, "GrassStep", true); propFunction.comment = "Toggles the grass footprints of Foris Zertums"; propFunction.setLanguageKey("gui.config.property.GrassStep"); Constants.DEF_GRASSSTEP = propFunction.getBoolean(Constants.DEF_GRASSSTEP); propOrder.add(propFunction.getName()); //@formatter:off /*=================================Miscellaneous Configurations==========================================*/ //@formatter:on propMisc = config.get(CATEGORY_MISC, "Howl", true); propMisc.comment = "Toggles the howling function on Zertums"; propMisc.setLanguageKey("gui.config.property.Howl"); Constants.DEF_HOWL = propMisc.getBoolean(Constants.DEF_HOWL); propMisc = config.get(CATEGORY_MISC, "HungerDecay", true); propMisc.comment = "Toggles the hunger decay on Zertums"; propMisc.setLanguageKey("gui.config.property.HungerDecay"); Constants.DEF_IS_HUNGER_ON = propMisc.getBoolean(Constants.DEF_IS_HUNGER_ON); propOrder.add(propMisc.getName()); //@formatter:off /*=================================DimensionsConfigurations==========================================*/ //@formatter:on propDim = config.get(CATEGORY_DIMENSION, "NillaxID", IDs.Nillax); propDim.comment = "ID of the Nillax Dimension"; propDim.setLanguageKey("gui.config.property.NillaxID").setRequiresMcRestart(true); IDs.Nillax = propDim.getInt(IDs.Nillax); propDim = config.get(CATEGORY_DIMENSION, "DarkaxID", IDs.Darkax); propDim.comment = "ID of the Darkax Dimension"; propDim.setLanguageKey("gui.config.property.DarkaxID").setRequiresMcRestart(true); IDs.Darkax = propDim.getInt(IDs.Darkax); propOrder.add(propDim.getName()); //@formatter:off /*=================================BiomesConfigurations==========================================*/ //@formatter:on propBiome = config.get(CATEGORY_BIOME, "BioZoneID", IDs.bioZone); propBiome.comment = "ID of the Bio Zone Biome"; propBiome.setLanguageKey("gui.config.property.BioZoneID").setRequiresMcRestart(true); IDs.bioZone = propBiome.getInt(IDs.bioZone); propBiome = config.get(CATEGORY_BIOME, "RedSeedID", IDs.redSeed); propBiome.comment = "ID of the Red Seed Biome"; propBiome.setLanguageKey("gui.config.property.RedSeedID").setRequiresMcRestart(true); IDs.redSeed = propBiome.getInt(IDs.redSeed); propBiome = config.get(CATEGORY_BIOME, "BlueTaigaID", IDs.blueTaiga); propBiome.comment = "ID of the Blue Taiga Biome"; propBiome.setLanguageKey("gui.config.property.BlueTaigaID").setRequiresMcRestart(true); IDs.blueTaiga = propBiome.getInt(IDs.blueTaiga); propBiome = config.get(CATEGORY_BIOME, "BlueTaigaHillsID", IDs.blueTaigaHills); propBiome.comment = "ID of the Blue Taiga Hills Biome"; propBiome.setLanguageKey("gui.config.property.BlueTaigaHillsID").setRequiresMcRestart(true); IDs.blueTaigaHills = propBiome.getInt(IDs.blueTaigaHills); propBiome = config.get(CATEGORY_BIOME, "BlueColdTaigaID", IDs.blueColdTaiga); propBiome.comment = "ID of the Blue Cold Taiga Biome"; propBiome.setLanguageKey("gui.config.property.BlueColdTaigaID").setRequiresMcRestart(true); IDs.blueColdTaiga = propBiome.getInt(IDs.blueColdTaiga); propBiome = config.get(CATEGORY_BIOME, "BlueColdTaigaHillsID", IDs.blueColdTaigaHills); propBiome.comment = "ID of the Blue Cold Taiga Hills Biome"; propBiome.setLanguageKey("gui.config.property.BlueColdTaigaHillsID").setRequiresMcRestart(true); IDs.blueColdTaigaHills = propBiome.getInt(IDs.blueColdTaigaHills); propBiome = config.get(CATEGORY_BIOME, "PinkZoneID", IDs.pinkZone); propBiome.comment = "ID of the Pink Zone Biome"; propBiome.setLanguageKey("gui.config.property.PinkZoneID").setRequiresMcRestart(true); IDs.pinkZone = propBiome.getInt(IDs.pinkZone); propBiome = config.get(CATEGORY_BIOME, "DestroZoneID", IDs.destroZone); propBiome.comment = "ID of the Destro Zone Biome"; propBiome.setLanguageKey("gui.config.property.DestroZoneID").setRequiresMcRestart(true); IDs.destroZone = propBiome.getInt(IDs.destroZone); propBiome = config.get(CATEGORY_BIOME, "DestroZoneHillsID", IDs.destroZoneHills); propBiome.comment = "ID of the Destro Zone Hills Biome"; propBiome.setLanguageKey("gui.config.property.DestroZoneHillsID").setRequiresMcRestart(true); IDs.destroZoneHills = propBiome.getInt(IDs.destroZoneHills); propOrder.add(propBiome.getDefault()); -
[1.8]Making configurations for Biome and Dimension IDs
NovaViper replied to NovaViper's topic in Modder Support
It's all on my Github. ECLIPSE is telling me that the case has to be constant here case IDs.Nillax: generateNillaxDimension(world, random, chunkX * 16, chunkZ * 16); case IDs.Darkax: if (Constants.DEF_DARKLOAD == true) { generateDarkaxDimension(world, random, chunkX * 16, chunkZ * 16); } -
[1.8]Making configurations for Biome and Dimension IDs
NovaViper replied to NovaViper's topic in Modder Support
The problem is, in my WorldGenerator, it says that the ideas have to be constant, but I have to have the IDs not constant in order to have them configurable. -
[1.8]Making configurations for Biome and Dimension IDs
NovaViper replied to NovaViper's topic in Modder Support
I looked at that mod already, they use weights instead for their biomes -
Hey, is it possible to make configurations for biome and dimension IDs? If so, how do I do it? Some mods like Biomes O Plenty and Twilight Forest achieved this. I already have set up a configuration file that can accessed in game through the title menu on my Github: https://github.com/NovaViper/ZeroQuest/tree/master/src/main/java/common/zeroquest
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Hey, I noticed that eclipse is acting up, and by acting up I mean that it is not detecting any of my mod coding in the build path. On the Problems tab in Eclipse, whenever I have an error, it comes up like this http://i1319.photobucket.com/albums/t661/Nova_Leary/Eclipse%20Errors_zpstbwyhon7.png[/img] Notice how I do have errors but they are not showing up in the package explorer and the build path isn't my common.zeroquest path. Also, I'm running the 11.14.2.1430 build for 1.8. I have these errors in the Error Log tab also. http://i1319.photobucket.com/albums/t661/Nova_Leary/Eclipse%20Errors%202_zpsatllb9fl.png[/img] Yes, I know that this has NOTHING to do with Forge but I've been having major problems finding errors and going to classes to spot them since they do not show up anywhere in Eclipse, which makes it extremely difficult to mod. Anyone know how to fix this?
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I know it has nothing to do with forge, I was just asking if there's a way to fix it. And yes, I have wiped it out, several times in fact and still have the same result
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Does anyone know how to fix this?
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Anyone?
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Also, I have these errors also http://i1319.photobucket.com/albums/t661/Nova_Leary/Eclipse%20Errors%202_zpsatllb9fl.png[/img]
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Hey, I noticed that eclipse isn't detecting my elements on the build path. On my Problems tab whenever I have an error, it comes up like this http://i1319.photobucket.com/albums/t661/Nova_Leary/Eclipse%20Errors_zpstbwyhon7.png[/img] Notice how I do have errors but they are not showing up in the package explorer and the build path isn't my common.zeroquest path. How do I fix this? Also, I'm running the 11.14.1.1419 build for 1.8
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[1.8] Help with executing movement animation from MCAnimator
NovaViper replied to NovaViper's topic in Modder Support
Oh guys! I got a question, is it possible to transfer a SketchUp model to Minecraft? Blender is a pretty complicated program but I am familar with SketchUp (as I have used it to create models to 3D print). -
[1.8] Help with executing movement animation from MCAnimator
NovaViper replied to NovaViper's topic in Modder Support
Lol and yeah, I've used that tutorial also, but I couldn't get the animation to flow smoothly -
[1.8] Help with executing movement animation from MCAnimator
NovaViper replied to NovaViper's topic in Modder Support
Here, I used this tutorial to master the addChild methods: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571589-modding-animation-guide I also did trial and error and finally got them correct.. but still need help with advanced animations -
[1.8] Help with executing movement animation from MCAnimator
NovaViper replied to NovaViper's topic in Modder Support
Definitely, especially when it comes to the addChild methods for animations -
[1.8] Help with executing movement animation from MCAnimator
NovaViper replied to NovaViper's topic in Modder Support
Yeah, it's pretty useful and easier to use for visualization, but should I at all, use it? Even just to use it to get the numbers to model them using the method jabelar recommends us using for animation? -
[1.8] Help with executing movement animation from MCAnimator
NovaViper replied to NovaViper's topic in Modder Support
Hey, it looks like someone did use blender with some help from MCAnimator and techne to create this http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/2328217-blender-for-minecraft-modeling-anonmine-models -
[1.8] Help with executing movement animation from MCAnimator
NovaViper replied to NovaViper's topic in Modder Support
Hey, what about this program called Blender? -
[1.8] Help with executing movement animation from MCAnimator
NovaViper replied to NovaViper's topic in Modder Support
Welp, time to go for trial and error -
[1.8] Help with executing movement animation from MCAnimator
NovaViper replied to NovaViper's topic in Modder Support
Hm.. Have any tips on how to build an animator like this one or similar to it?