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Ninjusk

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About Ninjusk

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    Tree Puncher

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    I fight for the users
  1. I started work on some source for it but i will not do nearly as much as i wanted to due to a the way horse armor is programmed. ill see if i can fix it up and get a pull request up soon.
  2. Well with the 1.6 Release, one of the biggest additions was Horses and Horse related items. being a mod writer i am intrigued buy the idea of adding Horse armor to my mods. but because Mojang loves its hard coded and lazy methods of programing it is imposable to add horse armor without base class editing or using a core mod. beside base class editing being completely out of the question, core mod isn't a great idea ether because it would make the mod incompatible with other mods doing the same thing. So my suggestion is to add a few Hooks for adding horse armor(and maybe even the same function
  3. I am working on a custom Sky dimension and when you move below around 60 blocks the sky from the horizon down becomes black. i know that there is a non base class editing method of changing this (Aether II accomplishes this) probably using Forges Sky-provider but i have no idea what would be needed to do this. and there really aren't any tutorials for this. if anyone could help me with this or at least point me in the correct direction it would be much appreciated. Thanks for your time. - Iamshortman
  4. The Collision detection is not the problem. the problem is the that i wanted to make a entity that grows and i need a way of adding Collision box so that when the end of the trail is 100 blocks away from the original part of the entity it still can have a hit box
  5. I know that about the onCollide Method. what im trying to do is to create a entity that has a collision box that is "dynamic" or that gets added on when i add a new segment to the entity. this is nothing like i have ever seen done so theres no previous work to look at or anything.
  6. Im avoiding using blocks because my vehicles can move anywhere and are not bound to following blocks. so the only logical choice is entities. and really the render is not what im worried about its only collision detection.
  7. Ok so as some of you may guess im a Tron Fan. Im working on a Tron Mod right now and i want to add the Light Trails that come out of the back of the Cycles and etc. at frist i tried making a trail a bunch of single panels that when spawn together look like a light trail but that ends up having hundreds of entities loaded at once which lags out the game pretty bad. so i wanted to create one that was effectively one entity that is rendered as a smooth continuous object(It would have a limited size but thats implied). The Render its self will just take a large array but how would i go about addin
  8. Forge and Forge Mod Loader are designed to allow mods to be loaded and Applied to minecraft without base class editing(meaning having to replace any files inside of minecraft.jar ) on the side of the mod creator. beyond just loading mods Forge also fixes vanilla bugs as Lex said(small changes in the code where basic minecraft didn't do it the best) and give smooth compatibility among mods so mods can not only run smoothly together but also share things like liquids, like Buildcraft and Railcraft tanks can all hold other mods liquids because of Forge(im 95% sure of this but feel free to correct
  9. Forge and Forge Mod Loader are designed to allow mods to be loaded and Applied to minecraft without base class editing(meaning having to replace any files inside of minecraft.jar ) on the side of the mod creator. beyond just loading mods Forge also fixes vanilla bugs as Lex said(small changes in the code where basic minecraft didn't do it the best) and give smooth compatibility among mods so mods can not only run smoothly together but also share things like liquids, like Buildcraft and Railcraft tanks can all hold other mods liquids because of Forge(im 95% sure of this but feel free to correct
  10. Dear Developers and Supporters of Forge I started to use forge back when 1.3.1 because i saw the shift towards muitiplayer and needed an Api that could handle Client and Server unlike Modloader which didn't at least at the time run on servers(don't know or care if it does now). so i started using forge for the mods that i was working on, at first i didn't know what i was even looking at or how to begin to write a mod for it. it took a while to learn but it was well worth it. Forge and Fml together are a very powerful combination that has the ability to do most of what anyone whats to do
  11. Dear Developers and Supporters of Forge I started to use forge back when 1.3.1 because i saw the shift towards muitiplayer and needed an Api that could handle Client and Server unlike Modloader which didn't at least at the time run on servers(don't know or care if it does now). so i started using forge for the mods that i was working on, at first i didn't know what i was even looking at or how to begin to write a mod for it. it took a while to learn but it was well worth it. Forge and Fml together are a very powerful combination that has the ability to do most of what anyone whats to do
  12. what you need to do is create a forge custom item render and make it work only for equipped and you check how long the bow has been in uses and you render the appropriate texture. i don't know of any other way to do this because the bows shooting animation is not done from within the bow file so you have to use a custom render.
  13. Yes and i even got it working. forge added a Constructor to Chunk that allows for greater then 128 generation. it needs some work to be used by a mod but feel free to take anything you want from it. like if you just want skylands code take the generateTerrainSkylands and the initializeNoiseFieldSkyland functions. also if you have any questions just ask. ChunkProvider
  14. so i found this weird problem during a custom world generation that i cant generate over 128 Y pos correctly. i wrote a Chunk Provider Class that has creates two parts to the chunk the overworld styled that is supposed to to gen below 128 and the Skylands that gens above 128. and i get both the byte arrays that hold the block information and add the two arrays together so the the first half is taken up by the overworld and the second half is taken by skylands. now it generates stuff over 128 but its an exactly the same as whats generated under 128 and not the custom generation it should be. i
  15. I created a simple render to replace the players render for testing purposes and if the player is riding any entity he is not rendered but in a simple muiti-player test it showed that while riding a vanilla boat the player is some times not rendered like he should be and other time rendered at the point he was before started riding the boat. so my question is why does this this happen, and are there any fixes for it?
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