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Everything posted by Mazetar
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Looking for someone who can code dimensions
Mazetar replied to endershadow's topic in Modder Support
The 256 limit only applies to the core block of the dimension (stone for vanilla) and the 2 biome blocks for each biome (top & filler block). So unless you have a massive number of biomes, you wont have problems with the 256 limit. A rewrite of such proportion as to account for bigger block values is quite tedious and I believe you will need to create your own chuncks as well as your own way of storing the ids during gen -
Store a reference to the entity somewhere, access it via a tick handler, count down then do stuff?
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If you can't override vanilla stuff, then you can't add any blocks or items. I'm sorry but I can't make sense of that at all..
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The code from the java converters becomes rather messy, also they may hit the line limit for massive structures lol ^^ Aha I have no idea on how to easily implement ScatteredFeatures, my initial thoughts with saving the chunk coords in a list and checking against that is probably not the cleanest way to do that.
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Avoding the bunch of .setBlock's and instead use schematics for the structures is probably the best tip I could give you. Tehbeards has a good API for loading schematics called LibSchematic [Link: https://github.com/tehbeard/LibSchematic], also check out his example of use in the LibSchematic.Sh which is also on github. I believe you can do the generation just like you would for any other world gen, like trees and ores. Check if it's the biome types you want, then do a simple check to see that it's ground and not air under the location of it's corner locations and place it.
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[1.6.2] Creating and registering your own ResourcePack class
Mazetar replied to Akjosch's topic in Modder Support
I have no good replies for you, but I wanted to give you a heads up that there may be sever changes to the way such packs works in the upcoming 1.7 update. For your last paragraph: You can use Reflection to change a private member to public if that would help? Else you could use a coremod and take advantage of the ASM library to modify the class at runtime (no direct base edits!) -
Indeed! well spoken Draco lol
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Please don't confuse Override with replacing or changing something mate Just to clearify: http://www.techopedia.com/definition/24010/overriding That should at least avoid some confusion Oh and if I understand you correctly, what you are suggesting should work
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Yeah subtract 256 from the ID, that will counter the 256 that minecraft adds (the shifted index)
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Well you would need a way to access that TileEntity somehow. I guess the simplest way to do it would be to create your own TE and Block for whatever you are replacing and then put that block into the block list at the spot where the mods original block stood.
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If you do know programming in some other language then you should have NO TROUBLE getting into the API's code and understanding the code. Especially considering that you are able to do google search for comparisons between Java and your mastered language. As I said above, if you are unable to figure out what you need from the above links, then it's back to school for you. You will need to study the Java basics and master it before trying this! That and do some studying
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How do I check for and consume more than 1 item on item use?
Mazetar replied to z3r0_null's topic in Modder Support
Looking at EntityPlayer and PlayerInventory might give you some better ways. But from a quick look at them I didn't see any method to remove a stack of X size from the inventory, which is weird as I would think that quite useful. You could check the slots of the players inventory and if you 12 or more you can remove 12 of them by setting the item stack in the given slot? -
How do I check for and consume more than 1 item on item use?
Mazetar replied to z3r0_null's topic in Modder Support
for loop to call the line 12 times? -
And all of it was stuff you could have googled yourself in 3 minutes
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Maybe he didn't think you knew program as basic java would be easily learnt by anyone who has mastered a different programming language. TE's are just the way to store information past the 16bit limit imposed by metadata. This blog should tell you about some of the inner workings of minecraft. Especially the first parts makes a good read for trying to understand the internals of a minecraft world. http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html The javadocs are the documentation for java programs, it's more or less the same as you would expect from any other language. You can find the documentation along with the other files at the download page over here: http://files.minecraftforge.net/ Now for java in particular check out: http://docs.oracle.com/javase/tutorial/ http://docs.oracle.com/javase/7/docs/api/ Now for your specific case I would read up on the java docs (if any) for the IC2 API. Then I would read ALL the code which is included in the API. That should give you ALL you need
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Trying to double all smelting recipes including modded items help!
Mazetar replied to gamer1097's topic in Modder Support
Just wondering, is there an event which fires when stuff is crafted/smelted and can that be used to modify the output result? -
You would have to extend and create your own version of the TE as well of course as that's the one handling the logic for it.
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I second Draco on that. Now that being said, you should be able to take the UE API, put it into the minecraft project or it's own project and just list that project as a build dependency in your run configurations. in your @Mod you need to set dependency="whatever_UE's_ModID_is"
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How would you get your Blender model in game as a Mob?
Mazetar replied to Thornack's topic in Modder Support
Same way as you would for any other model from .obj files. @SideOnly(Side.CLIENT) public class ModelFromOBJ extends ModelBase { private IModelCustom modelObj; public ModelFromOBJ () { modelObj = AdvancedModelLoader.loadModel(new ResourceLocation("/assets/my_mod_id/models/tutBox.obj")); } } -
How would you get your Blender model in game as a Mob?
Mazetar replied to Thornack's topic in Modder Support
sadly though .obj doesn't support animations, so there seems to be no easy way of doing that -
Actually it's easy to tell what this problem is about, it's minecraft being fucked up! Hydroflame has posted a method you can use instead of the minecraft's one here: http://www.minecraftforge.net/forum/index.php/topic,11229.msg57594.html#msg57594 By using this instead, you will force it to draw your texture like you would normally expect it to draw it
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1.6.2 Advanced Model Loader | Error parsing entry |
Mazetar replied to Spoonikle's topic in Modder Support
Here's the way I have my settings for exporting to MC: http://snag.gy/WczAD.jpg I can't promise that it's the best settings, but I know Triangulate settings must be on and that these solved my problems. -
Play a custom sound based on player coordinates
Mazetar replied to LORD MJ's topic in Modder Support
courses.vswe.se <--- Great place to learn java and minecraft modding! (1.6.X minecraft courses after the java courses are completed, all for free!!!) How to add sounds and play them: http://www.minecraftforum.net/topic/1886370-forge16x-mazs-tutorials-custom-sounds-fluids190713/ Now what you want to do is to use a tickhandler or something to check the players position and if the player's position is between the specified coords then play sound at him -
1.6.2 Advanced Model Loader | Error parsing entry |
Mazetar replied to Spoonikle's topic in Modder Support
When you exported it to .obj format from the 3d studio, what export settings did you use? Did you choose the triangluate faces option? (Can't recall exact wording, sorry). There are some demands to the .obj files it will load, and I can't find the list of them at the moment but it may be because the model has some unsupported stuff inn it, aka. is not exported in the correct way