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Mazetar

Forge Modder
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Everything posted by Mazetar

  1. Also note that modid should be all lowercase, using upperCase letters will result in problems during export.
  2. For the first google it, for the second there are tutorials if you google it. Also you may want to strat with a cup of java, here: http://courses.vswe.se/
  3. I'm not 100% sure about the package lowercase, but it was said in some thread and since it is the convention I'd set is as all lowercase regardless
  4. Well I assume this works in eclipse just not when exported to MC? Three things then: 1. Is your modid lowercase only? if not you will have problems when exporting. 2. Are your package names lowercase only? 3. Have you reobfuscated the files before throwing them into mc?
  5. Carpets, the new 1/16th tall wool blocks have a selection box which is only 1/16 block in height. Maybe you could look at them as well?
  6. Tip: read this www.minecraftforge.net/wiki/Basic_Modding Tip2: Keep your mod ID in some separate class file, so you can do Reference.modID whenever you need the modID, if it ever changes you only need to change one line tip3: The modid should NEVER NEVER include uppercase letters! Keep it all lowerCase or else you will get problems at a later stage
  7. Have you looked into existing API's to other mods and seen how they work? like the IC2 one? Or even better, the build craft API, since the whole mod is open source
  8. That depends on what the mod's author supports. if he added it to the ore dictionary and you know the name it was added under, then yes. Else nope. Generally you need to get the API or src from the mod's author
  9. Look into how events work mate^^ Also I do know which tutorials you need;) http://courses.vswe.se/ Start there, they go to very advance stuff very quickly.
  10. Then you didn't see my link above
  11. Mazetar replied to ss7's topic in Modder Support
    I'm not sure exactly how they are doing it, for IC2 I have no idea. BC, well you can check out how their system works by looking into their src code on github. Also Universal Electicity is a nice system to look into and try to understand. It's nicely written so it should be quite easy to understand if you know Java One way it could work is to group all cables and power users and power generators into a network of them. Could you think of a way to do that? Anyways I imagine that way all adding and requests for energy go to that specific networks power handler. The cables are then code wise just acting to connect things to the network, but in practice none will know the difference if you implement it correctly I haven't done any tests on the claimed possibility, but I'm pretty sure it could work. Logically speaking it would work. That's anyways ONE way to do it I'm 100% sure that if you look at 3 power mods (for example IC2, RP2, BC) then you will find that they ALL do this in different ways than eachother!
  12. Mazetar replied to ss7's topic in Modder Support
    Well that's the thing with modding, you can learn the syntax. You can learn what an if statment does, and how an interface work. Even how an API like forge works. But creating the logic and coming up with how to USE all that functionality is up to the programmer. Programming is more about creating the logic than typing code. The code is a formality, the logic is the core concept The best way I've found is to break the logical problem down into smaller parts, then solve them one at a time. Maybe draw out what needs to happen for the system to work?
  13. Mazetar replied to ss7's topic in Modder Support
    Really? Did you try the tutorials page? Probably not
  14. Mazetar replied to ss7's topic in Modder Support
    Take some graph paper, and try to draw out how you're logic works and how the "power" flows. See the flow of the logic, because you my friend need to re-think the logic behind how you want it to work What do you exactly mean by "connected textures", texture continuing from the block next to it, so three blocks in a row of the same type form a specific pattern? Then you need to write a special render (ISBRH or a TESER - check wiki for tutorials) which checks the block next to it and based upon that decides which texture to use
  15. Hey man! You should have known this Didn't we talk about how GUI's images are displayed just a few days ago You know there are no convention with minecraft code xP
  16. the vertices have to end up aligned. you should be able to make a plane out of the 4 vertices you provided. if they aren't aligned, imagine a plan with one corner pulled away from the rest. something like that happens. what you posted would render something, but definitely not a quad. don't know what it would be either though just wanted to add the wording on Quads from: http://www.opengl.org/wiki/Primitive#Quads
  17. Search for language in the search for the modder support forum, I know that this issue was replied to earlier, like last week
  18. I'm using events for that, if you aren't familar with events you should read up on them first. Here's the event handler I'm using to let vanilla buckets pick up my custom fluid. https://github.com/mazetar/MLT/blob/master/com/mazetar/mazLearnedThis/handlers/EventHandlerMaz.java
  19. This will at least make any users of the mod D/C when attempting to connect to a server without this mod installed.
  20. also your code is huge, use paste.minecraftforge.net reading that black on grey will take FOREVER Reading it on a paste site however is WAY easier
  21. http://www.minecraftforum.net/topic/1886370-forge16x-mazs-tutorials-working-custom-sounds-w-random-sound-from-soundpool-190713/
  22. I think it's more about efficiency and proper code style than anything else It's better to learn to do things correctly the first time around, instead of learning it the hard way later
  23. Oh a question for you is, are you familiar with Vectors? If not, this would be the time to look into that part of math

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