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GeoffNukem

Forge Modder
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Tree Puncher

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  1. I can't see how doing it manually can be so difficult. I've always installed forge and mods manually, and had no issues (touch wood). All you do is copy a few files here and there and you're done. Just make sure you read up on it before you go into it. For example, if you're installing Forge, read the wiki for how to do it. If you're installing a mod, then look on their thread or their readme files on how to install it. A good mod author(s), in my opinion, should always provide clear instructions on how to (un)installation their mod, no matter how simple it is.
  2. This is pretty much what I do, maybe not named as they are here, but the important stuff should be there. The @Mod class. ClientProxy class. MyTickHandler class. Your leaves class should be okay. Also remember to change the names of the classes and things to the ones you're using. Hope this helps.
  3. Like I said, read the wiki page I gave the link for. Make a new class file and implement the ITickHandler Interface then register it in your client proxy using something l like this:
  4. On the wiki (here), there is an example of how to set up the Tick Handler. If you haven't already, go through this. In there is an OnRenderTick method. Inside that I do this for my leaves: The isWorldLoaded() is just a method checking if the world is loaded (!= null). I then call the leaves' setGraphicsLevel() method which then sets the fancy graphics on/off. I don't use the 'this.blockIndexInTexture' line. Obviously, make sure you change it so that it calls for your leaves block and not mine lol. The code may need cleaning up a bit, but this is how I do it and it works for me. I hope it'll work with you
  5. Just had a look at the code you've posted on the OP and I have found this in your canSmelt and smeltItem methods: ItemStack var1 = FurnaceRecipes.smelting().getSmeltingResult(this.furnaceItemStacks[0]); I know that was over a week ago and is probably old code by now, but did you change those lines to something like this? ItemStack var1 = ThorMod_GoldronFurnaceRecipes.smelting().getSmeltingResult(this.furnaceItemStacks[0]);
  6. Minecraft Generations Version: 0.1.0 MC Version: 1.3.2 Requires: MC Forge, Universal (4.0.0.241 or higher) Information Minecraft Generations is a mod which aims to change the way you'd usually play Minecraft. It does this by adding features, like the inability to punch trees for wood, no more wooden tools and adding new Tools, Materials and Crafting Recipes. There have been a lot of changes to Minecraft, so scroll around to familiarise yourself. As this mod changes game-play, so I have included a GettingStarted.txt file. This is just a simple text file telling you how to get started with this mod. The contents of the Getting Started text file is somewhere below, so you can check it out before you download the mod. As the mod expands (and it will), I'll produce more guides if needed. But for now, I recommend that you read this guide. If any of you think that you can do a better job at making a guide, feel free to do so. If you have any questions feel free to ask. It isn't certain that other mods will work with this mod. I have not tested and will not be testing this mod with any other mods. I will not be purposely making sure that this mod will be compatible with another. I'll try my best to make this compatible with other mods, but if it doesn't work then it doesn't work. I will make list of mods that are (in)compatible, so if there is a mod that works with this one, post the name, version and MC version. Then if others agree that it works, I'll add it to the list. A config file will be generated (just start the game with the mod installed) in the config folder ( .minecraft\config\MCGenerations to be precise), so if there are any ID conflicts and you know what you're doing, then you can change them there. This mod has not been tested on multiplayer and I can't promise that'll work neither. I did try to set up the mod for it and it is something I do want to get working. So try it at your own risk. If you do try it, please let me know how you got on. This mod is very much in early development and there is still a lot of work to be done. I have already got a bunch of ideas, which I might share soon, but if you have any requests or ideas then do share them. Also please post feedback on the changes I've made, as I would really like your views on them Download Link: Download (MediaFire) Installation Download & install Minecraft Forge - Universal (4.0.0.241 or higher). Copy the MCG.zip in the .minecraft\mods folder. If you do not have a mods folder, make one. Start Minecraft, so the Config file can be generated. The config file is located in the config\MCGenerations folder in your .minecraft folder. Uninstallation Delete, or move out of the mods folder, the MCG.zip file. It is that simple. You may also delete the MCGenerations folder and its contents, but this is just a clean up step and isn't necessary. Videos Mod Spotlights go here. If you want to make a Spotlight, then go ahead and I'll post it here (if its good ) Screenshots Current Features This mod replaces/overwrites items in the game. New MaterialsBronze - Make tools and stuff [*]More Blocks & Items Campfire - Start fire to cook food. Also good for a source of light. 1/2 & 1/4 logs - Be a true lumberjack and chop logs into small planks. [*]More Recipes [*]New Tool Sets [*]More Swords [*]New Tools: Hammer - Good for smashing certain blocks, also a useful construction tool. Club - Good for smashing certain blocks, also a weapon. [*]More coming soon Changes to Minecraft This mod makes lots of changes to Minecraft. It adds and edits a ton of things to Minecraft. I have also 'removed' certain items and placed my own in their place. Just so we're clear, when I say 'removed' I just mean I set them to null and used that ID for my own stuff. The original stuff are still there, just unused at the moment. My aim is to do this without touching any base classes. If there are any base edits, I'll tell you. So check out the list below for the changes I've made. Right now I'm just trying things out and seeing how they go. That is why feedback from you guys is so important for me. So please post what you think Readme Getting Started In/Compatibility List If you have tried and tested with mod with other mods and it either works or it doesn't, post the name of the mod here. If others agree that it works then I'll add it here. I'll have some sort of a traffic light system on the list, which states which mod work and doesn't. So if a mod is not on the list, then it doesn't necessarily means it does (not) work. (Red = Incompatible | Green = Compatible | Orange = Works with MCG, but has some issues)
  7. Well for your Gold Ore example, what I suggest you do is generate stone where there are Gold Ores and then regenerate the Gold Ores to your specifications (like 32+ Y). Although, that depends if user generated ores/blocks are called after the vanilla blocks. That might be the clumsy and messy method you've mentioned, but its a way that can work without touching any Vanilla classes, which is always a plus.
  8. I think that was the whole point of that piece of code, but you can just simply change the return statement to do what ever you want it to do. You could return a whole List/Array of the blocks or just an Integer ( int ), which returns the amount of the blocks it can find with the same Block ID. There is so much you can do with that little function
  9. There are a few tutorial series knocking around in the MC Forums at the Tutorials section. Here are a few links: MC Forums Tutorials Section deverions forge modding tutorials (MC forum topic) freezzerrr's Video tutorials (MC forum topic) In my view, modding MC isn't like modding some other games out there which have their own 'construction kits' or some sort of third party program to just add things here and there. To mod MC you need to know the basics in programming in order to mod MC, especially Object Oriented Programming, as Java is a OO-Programming language. Programming can be a difficult subject for some/most people and some may get the grasps of it quicker than others. But knowing even the basics will go a long way. Just remember it takes practice, experimenting and a regular supply of a cup of tea. I'd love to start my own Tutorial series, as I'd like to chip in to the community with a few things that I know. Perhaps I could help to beef up the wiki a bit, but before I do that I'd like to get at least 1 or 2 mods out. Anyway, I hope those links help.
  10. Oh right. Okay then. That makes sense. Nothing that a simple If-statement can't 'fix'. Thanks
  11. I'm not sure if this is a bug or I'm (most likely) failing and doing it wrong. So I'll post just it here as a 'Help!' topic When I use the ICraftingHandler's onCrafting method, it gets called twice. Here is the code: The Client Proxy Class, registering the MCGCraftingHandler class. public class MCGClientProxy extends MCGCommonProxy { @Override public void registerRenderInformation() { MCG mcg = new MCG(); GameRegistry.registerCraftingHandler(new MCGCraftingHandler()); KeyBindingRegistry.registerKeyBinding(new MCGKeyHandler(mcg)); TickRegistry.registerTickHandler(mcg, Side.CLIENT); } } The CraftingHandler Class implementing the ICraftingHandler interface public class MCGCraftingHandler implements ICraftingHandler { @Override public void onCrafting(EntityPlayer player, ItemStack item, IInventory craftMatrix) { System.out.println("Crafted"); } @Override public void onSmelting(EntityPlayer player, ItemStack item) { System.out.println("Smelted"); } } As you may be able to see, the methods just displaying some text on the console and it should only do this once. However, after crafting (and smelting) I get the messages twice. (I also have a MCGLoader class which has the @mod annotation, which calls the ClientProxy's registerRenderInformation()) Now I'm pretty sure I am doing something wrong here (but the methods work?). I first tried implementing the ICraftingHandler in the MCG class, as that is my 'main' class where I place all of the main code in there. That initially came out with the same result. I then created the Handler class and same result. At the time I've come across this I was using the 200 build. I did (about half an ago?) update to the latest build at the time (225) and the same thing has happened. I also saw the FML's ModLoaderCraftingHelper class, but I have a feeling I'll need to implement the BaseModProxy Interface somewhere (?). However, that is also implementing the ICraftingHandler so I guess I'll get the same result. If I am doing it wrong, please tell me how and I'll fix it. If it is a bug, then I'll live with it (I'll also be glad I'm doing it right). Thanks for reading.
  12. Hello. I'm not sure about adding a new texture on the HUD, but I did manage to place a string/text on the screen. Follow the Ticking example on the wiki. This a very handy thing to know/have if you want to add things that require constant updates. Once you have that ready, add this in the onRenderTick() Method: FMLClientHandler.instance().getClient().fontRenderer.drawStringWithShadow(displayText(String), x(int), y(int), color(int)); Bare in mind this could be tidied up, but this was just from a quick test I've just done a few minutes ago. Obviously, don't forget to change the displayText(String) to a string and x,y & color to a number. For example: FMLClientHandler.instance().getClient().fontRenderer.drawStringWithShadow("Hello World!", 0, 0, 16777215)); There is also a drawString method with the same parameters, just that it displays the text with no shadow. The color parameter is an Integer and I'm uncertain how that works (although I am going to find out). However, I did find (somewhere buried deep in the files and I can't remember where) this value: 16777215 and this seems to give the same white color as the other texts The Color parameter is the Hex color value (eg FF0000) converted into Decimal. For the textures look how Minecraft displays the GUI elements (Inventory bar, health bar etc). I know things can be difficult with all over the unnamed variables (var1..var2), but if you're using Eclipse you can just highlight the variable name and all off the references highlight also so you can just follow where the variables lead. Sometimes you might see a named variable, which is a nice treat. I hope this helps. Any questions just ask.
  13. Okay. After a spark of insipration (and a night sleep), I think I've done it. The idea of it was to use a tick method and basically have a boolean flag indicating if a world has be loaded. How I did was I made myself a TickHandler class using the example on the wiki. I then just made the boolean variable and checked it along with checking the MC.theWorld whether it is null. The code for what I've done is below if anyone is curious. The key methods are the OnTickInGame() and the OnTickInGUI(). I've also added an Unload method while I was at it. public class MyTickHandler implements ITickHandler { boolean isLoaded = false; @Override public void tickStart(EnumSet<TickType> type, Object... tickData) { } @Override public void tickEnd(EnumSet<TickType> type, Object... tickData) { GuiScreen guiscreen = Minecraft.getMinecraft().currentScreen; if (guiscreen != null) { onTickInGUI(guiscreen); } else { onTickInGame(); } } @Override public EnumSet<TickType> ticks() { EnumSet<TickType> wantedTicks = EnumSet.of(TickType.CLIENT); wantedTicks.add(TickType.CLIENTGUI); return wantedTicks; } @Override public String getLabel() { return null; } public void onTickInGame() { if(!isLoaded && FMLClientHandler.instance().getClient().theWorld != null) { isLoaded = true; onLoad(); System.out.println("World loaded: " + isLoaded); } } public void onTickInGUI(GuiScreen guiscreen) { if (isLoaded && FMLClientHandler.instance().getClient().theWorld == null) { isLoaded = false; onUnload(); System.out.println("World loaded: " + isLoaded); } } public void onLoad() { } public void onUnload() { } } The code might need some tweaking, so if anyone has any ideas then please say so. Also does anyone mind if I add this to the wiki? If so then where do you want it? Hope this helps for others.
  14. I was wondering if there was an OnLoad event/method anywhere for when the player loads a new/saved world. For example, once the user enters a world, an 'onLoad' method or similar is called. I've been looking around the files and had no luck. So I thought I'd better ask here, just in case I've missed it. If not, is there any way of adding one myself or at least a work around? I have a feeling it'll need one of the orginal classes to do so. I'd rather not edit any orginal classes, as that'll obviously decrease the chances of mod compatibility with other mods. I did try the Load event class inside the World class, but had no luck with that. I also tried the IPlayerTracker Interface and tried that with little luck. Unless i'm missing something or doing something wrong with them. The reason I ask is I want to trigger some code once a world has been loaded or when the player has entered the world. Just so I could do some GUI changes and perhaps a welcome message and things once the game starts, but also avoid editing orginal classes as much as possible. Maybe there is another way of doing this? Thanks in advance.
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