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Mazetar

Forge Modder
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Everything posted by Mazetar

  1. Set it high and reset it to high if it goes below a certian amount?
  2. I'm very interested in the solution to this problem, I havent encountered it myself but sounds code fascinates me. I hope you can report back when you find out something How long is the sound file? I did manage to play rather large files without a problem although I didn't thread it
  3. I havent yet looked into how chunks exactly work internaly but you may be able to just overwrite the old chunk reference with a copy of the new one? Theres not much data here, so your best bet is to dive into the src code! Understanding the source will probably reveal several things to you and it will probably make you abel to determine the best vourse of action
  4. I'd say this is the closest answer you can ever get: http://www.minecraftforum.net/topic/1892328-need-a-highly-detailed-152-guide/#entry23368275
  5. And? That shouldnt be a problem? Are you unfamiliar with oop & inheritance? If so we could give you some tips on where to learn so as it's vital for you to know <3 it will help you both here and in future moddings
  6. This. The mod I'm working on now has a lot of weird stuff inside it, But for such an nice idea I might coonsider the trouble of manualy adding it all to be worth it Just adding my line to the ones above
  7. I recommend entering the #minecraftforge channel on Esper server on IRC! Also the mcp channel where you can use the mcp bot to search for the known deobfuscated names of methods like func_234_a. Im on the phone so I didnt read your whole post but theres a intro to mc's code on the wiki here, which you may enjoy: http://www.minecraftforge.net/wiki/HowMinecraftWorks I suggest starting at the top with blocks and then you'll quickly see if its to your liking Also for rendering HydroFlame posted some tutorials on tesselation and such on the wiki, be sure to check them out, he knows his stuff As for other tutorials quallity varies, the mc src will be your best way to find the truth Also WE LOVE YOU for knowing java <3 You will have no trouble finding helpfull people as long as you know oop somewhat and are willing to learn even more Welcome
  8. Yes, there's a way to do it, the same way forge did it for example. You could also skip forge entierly, but unless you do it the same way as forge did (which means you might as well use forge lolz) you will get problems with compatability as well as possible legal issues when distibuting your mod.
  9. HydroFlame's tutorials are the best you can get on the topic, I would suggest you rather look into them: http://www.minecraftforge.net/wiki/Tile_entity_special_renderer http://www.minecraftforge.net/wiki/Tessellator http://www.minecraftforge.net/wiki/Using_wavefront_model They should provide a nice read, make sure you do the pre-reqs before starting else your life might get a bit harder than it has to
  10. IF you edit base classes directly then you will be incompitable with other mods. quite rapidly you will be incompitable with everything which makes me wonder why you use forge at all If you want to be compitable with other mods I recommend that you read up on core mods and ASM, it's an advance topic so make sure you are far beyond the basics of Java and OOP before starting! http://www.minecraftforum.net/topic/1854988-tutorial-162-changing-vanilla-without-editing-base-classes-coremods-and-events-very-advanced/
  11. Mazetar replied to Z@Nka's topic in Modder Support
    Also I wanted to add this: http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html It's a look into how minecraft works, start by clicking on the Blocks link which will introduce you to how they work. From there on work down the list or just reference the post when you are curious about something. I do recommend all beginners to read the one about blocks so I link it here: http://greyminecraftcoder.blogspot.com.au/2013/07/blocks.html
  12. Edit: see the next two posts instead :=) Naitenne covers: Basic Tile Entity Modelling in Techne Custom Tile Entity Renderer in his tutorials, found here: http://www.minecraftforge.net/wiki/Naitenne%27s_tutorials
  13. Mazetar replied to Z@Nka's topic in Modder Support
    Yes, it's allowed and possible! By being a coremod and using ASM you can do this. Here's a guide to Coremods: http://www.minecraftforum.net/topic/1854988-tutorial-162-changing-vanilla-without-editing-base-classes-coremods-and-events-very-advanced/ Be warned, this is NOT for beginners, not for intermediate either It's quite frustrating and can be rather harsh when it comes to crashing, also there's not to many people whom can help you solve errors either. This is for when you are not so new, for now just know that it's possible but it's a way futher down the road
  14. You could store anything in your configFile, it doesnt have to be a biome/block ID it can be any int. So it should work to add the biome ID's as well. Have you seen this http://www.minecraftforge.net/wiki/How_to_make_an_advanced_configuration_file ? Especially the third option is handy I think: int someInteger = Integer.parseInt(config.getOrCreateProperty("SomeInteger", Configuration.CATEGORY_GENERAL, ""+100).value); Check it out Metadata is nice for blocks yeah, but why do you need it saved in the config? if blockA has ID 280 and it's metadata 280:1 is a white version, then if blockA has a different ID like 530 then it's white version would still be the metadata value 1. So why would you need your own config for them?
  15. To make the introduction easier for you I would suggest you try first at adding any kind of block with a custom GUI. There should be loads of tutorials for that out there ^^ That should teach you about GUI handlers and GUI's. GUI handlers handle simply which container and which GUI to use and display when a player opens a GUI from your mod For an item to open a GUI you make use of the onItemUse or itemRightClick methods (Names may be slightly off, they are from memory). Inside that method you call upon the players openGUI method and pass inn the MainModClass.instance along with the GUI ID you assigned this GUI inside your GUI handler.
  16. combine that into the onItemRightClick should do the trick yeah. But I would like for you to look into it and understand how it makes the tree, it's really simple once you look past the cryptic and bad names Also you could make it quite simple: onItemRightClick(ItemStack item, World world,EntityPlayer player) { MovingObjectPosition mop = player.rayTrace(10, 1.0F); // This is the block or entity the player is looking at. if (mop.typeOfHit == EnumMovingObjectType.TILE) // If he targets a tile. { // Do the generate method on that tile: (new WorldGenRubberTree(false, 6, 0, 0, false)).generate(world, world.rand, mop.blockX, mop.blockY, mop.blockZ); } } This should work, I think I'm writing it from memory, normaly I would ask you to figure the rest yourself after telling you to combine the two codes. But the "onItemRightClick" method didnt say which block you where aiming at so it involved rayTracing which I thought would be better to show you than to hint at Hope it works and helps, and if it doesnt it should give you a huge clue to how you can solve it
  17. it should be: mcp\src\minecraft\assets\futuretech\textures\items
  18. Mazetar replied to Z@Nka's topic in Modder Support
    We love <3 I wrote a post mocking someone who asked for a guide to everything, but even though it's a bit rude it's correct You might find the steps and links useful on your adventure into programming and modding. http://www.minecraftforum.net/topic/1892328-need-a-highly-detailed-152-guide/ If there's one thing else than "learn java/programming basics" that I would tell a beginner it would be learn the debugging basics! Along with knowing java this will be your number one time saver Heres something I recommend everyone check out, how to use the built-in debugger in eclipse: http://www.vogella.com/articles/EclipseDebugging/
  19. if it still gives an NPE look at the line the NPE is thrown at, if it's not clear why it's null set a break point and check it out If both those fails, share the updated code and let us have a look But try the above first ^^
  20. well it should work as in not crash if you check for != null as in if (worldProvider != null) that shouldnt crash it. if it still gives an Null pointer exception you have a different problem. But if the problem is that nothing gets generate then I can understand the issue a bit better
  21. 2. Correct! 1. Almost, this is where it decides where to generate it, the WorldGenRubberTree.generate() is where it acctually creates the tree. Take a look into that method and see if you can find how it's working and where it acctually genereates the tree?
  22. that would work for minecraft modding, thats just basic java Alix If it's not working for you it's probably because you need it to be non-null in order to do what you want! I don't mean to be rude, this is all intended to help you: please learn some more basic programming, it will benefit you GREATLY! If you need tips on where to start check out http://docs.oracle.com/javase/tutorial/ and http://see.stanford.edu/see/lecturelist.aspx?coll=824a47e1-135f-4508-a5aa-866adcae1111
  23. you should thank Diesiben not me, I just made you re-read what he said..
  24. Meaning, if you google or search about the 1.6.X texture system you shall find SEVERAL threads about it.. So go do that!

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