
calclavia
Forge Modder-
Posts
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Everything posted by calclavia
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I did a println after the "shouldGenerate" and it prints out. It even prints it out after the block is set in the world which means it's actually generated/placed in the world. HOWEVER, when I venture around my world (couple of times and my players did also), they found NO ores whatsoever. Huh. Put print statements inside each level of the generation function and see where it gets. That's why I can't solve this. It prints the line but no ore generates... Hopefully this might not happen when we update UE to MC 1.3.1
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Synchronising Tile Entities - how *should* I do it?
calclavia replied to nado's topic in Modder Support
Use packets to send data between server and client -
Ohh, I see. I was going by the "Your Site Here: 10,000 visitors / $5.00". Thanks for linking me to the rates page. I'd have always thought it was that if you didn't show me. Okay, I didn't know the rates were so close. My bad. Oh, I forgot to leave a message because It was my first time using the system, but I donated some to your ChipIn thingy on about the 10th of July. Which I hope more people will. I'd like to see some streaming. What's ChipIn? Can I use paypal? (I've got 21 cents from adfly downloads) Just so you know, you need to earn at least $5 before you can withdraw your Adfly money.... ...On second thought, I'm not gonna use Adf.ly. There's no way IN HELL I'll get to $5 in any remotely reasonable amount of time. Yeah, but you can say "I've made 3 cents in 24 hrs!". On second thought, that's pretty pathetic. I can proudly say I make at least 3 dollars in 24 hrs, but that's just because I actually attempted in exposing my mod to players. You guys just hide your mod in the Forge forums from keen players who want to try them out and who would play your mod if you do so?
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Look at the number I set for my "RenderCopperWire".
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You can't do that. FML is a part of Forge and can't/shouldn't be used independently. Tell me. How does making your server mod "Forge" required modded client?
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I did a println after the "shouldGenerate" and it prints out. It even prints it out after the block is set in the world which means it's actually generated/placed in the world. HOWEVER, when I venture around my world (couple of times and my players did also), they found NO ores whatsoever.
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Tuesday? *Counts fingers* That's like 4 days! You are fast!
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ForgeModloader II- The Future of Modding [PLZ READ]
calclavia replied to foreverblu's topic in Suggestions
No offence, but I think you don't know what you are talking about here... Forge IS (currently) the ultimate modding API and it IS already the solution for incompatibilities. -
Ohh, I see. I was going by the "Your Site Here: 10,000 visitors / $5.00". Thanks for linking me to the rates page. I'd have always thought it was that if you didn't show me. Okay, I didn't know the rates were so close. My bad. Oh, I forgot to leave a message because It was my first time using the system, but I donated some to your ChipIn thingy on about the 10th of July. Which I hope more people will. I'd like to see some streaming. What's ChipIn? Can I use paypal? (I've got 21 cents from adfly downloads) Just so you know, you need to earn at least $5 before you can withdraw your Adfly money....
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Just use trail and error to see what scale you need. GL.glScale I think...
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Recompile, the run "getchangedsrc.bat" and that will create a folder in MCP called modsrc containing all files for your mod.
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Why not just: .addTrade(new ItemStack(), Emeralds, Rarity/Occurance)
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Sounds like TMT/NMT is too complex for me. I just need simple models for my missiles and not high-poly complex stuff.
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I don't know much about this, but care to explain the difference between Techne and TMT?
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The modder/owner of that block should determine the rarity. Vanilla blocks/items won't have a rarity as these can be set by the modder him/her in their mod. Modders KNOW these blocks and so they can set a rarity for them themselves. However, the blocks that the modders don't know the rarity of would be the blocks that OTHER mods add in. Say a mod has a block that converts anything (with sufficient amount) into diamond. The item (if we have a rarity value) can be from any mod and it will work as long as it's coded properly.
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I use that software and I don't even need to know any command lines. All you have to learn is the concept of Github's pushing and pulling and that's all.
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Alright. This is a software GitHub recently developed. It makes Githubbing so much easier with GUI and all the good stuff. http://windows.github.com/ I hope this helps.
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Why don't you just spawn an entity and set the current entity dead? Simple. You can do that in the setDead() function. Override it if you need to.
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that is actually false, mods can still be SSP - but they will work the same as an SMP mod, just designed to only interact with the local client also its not wise to forget that although the client creates a server behind the scenes, this is still part of the client itself, and thus its not actually needed to implement cirtain safety procedures etc for SSP mods Still, you have to code for the internal server and internal client, and the code can be used for multiplayer. So in a sense making it work single player will make it work multiplayer.
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4 levels ain't enough. I want a nice int number representing the worth of a block or item.
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Have you tried world.getTime()? or world.isDay() or somthing lie that?
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Google it. Github help page.
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If there isn't already, I think Forge should implement a way for blocks and items to have a rarity rating, or maybe a "worth" or "value" rating. This will be useful for mods like EE to determine how much a block or item is actually worth when the block is in another mod to use it for the alchemy compressor thingy. Knowing this, Forge can also add hooks to villager trading in 1.3 to allow blocks and items from mods to be tradable. The amount of emerald required will be based on the rarity number. All you need is a function in blocks and items called getRarity or something like that.
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Hmmm. Forge gotta have a hook for trading because some of the items in my mod should be tradable.