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drinfernoo

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  1. I believe the hint was that you shouldn't edit Vanilla code. Any mods should be written from scratch (or using APIs), rather than editing base code, so as to retain the maximum compatibility and ease of porting between versions. That's kind of the point of everything Forge has been working towards
  2. So Srg2Source will effectively decrease the amount of time and effort it takes to go from MCP release to Forge/Bukkit/etc... release in future versions? Will it have any impact on the initial effort of updating MCP?
  3. Your crash actually looks like it's coming from trying to call a Slot that is out of bounds for how big your inventory is.
  4. How would one use a TileEntity to accomplish something like that? I would like to have a block that duplicates every second, and a bunch of duplicating TE's seems like a baaaaad idea
  5. It kind of depends on which mod, and what you mean by "does it not work like that". Basically, mods built with ModLoader should work that way, since Forge has FML. However, mods which edit base classes or for some other reason require that they are installed in the Jar usually won't work by just dropping them in the mods folder. We've come a long way, but it seems like there are still a handful of mods that still go back to those archaic roots
  6. I have been having an issue with not being able to texture my blocks correctly. This is the first mod I've written for 1.5.1, and I think I have mostly everything figured out except the textures. I have a block with 15 metadata values, but when it shows up in-game or in eclipse, there is no texture. The original thread is here and has more information. Thank you!
  7. Try TheInstitution's tutorials. They're pretty good, and there's lots of them. Some are a little outdated now, but mostly easy to figure out how to adapt them.
  8. The first thing I noticed is that you shouldn't have the final keyword in front of the variables in your method. What is it not doing? Does it not generate, or does it give an error, or a crash? What's going on? I am currently using this method to generate ores and structures in two different dimensions in the mod I've been working on.
  9. I actually wrote a tutorial on this Basically, follow my tutorial, but put your generation code in the generateEnd() method. Also, this would work for any dimension ID (just add a switch case), just in case you ever made your own dimensions. It's also how you make structures and such generate, simply by changing WorldGenMinable to WorldGenYourStructure, written with a bunch of setBlock()'s to build your structure
  10. Doesn't NEI use some sort of reflection in order to load in CB's own versions of vanilla classes, or something?
  11. Your question isn't very clear. You say that you know how to make SMP mods that don't edit base classes, so just do that.
  12. So I actually figured it out! Here's my code, from the item I'm using as a "portal": @Override public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player) { System.out.println(world.provider.getDimensionName()); switch(world.provider.dimensionId) { case 1885: travelTime(0, player); break; case 0: travelTime(1885, player); break; } return stack; } public void travelTime(int dimensionID, Entity player) { if (!player.worldObj.isRemote && !player.isDead) { MinecraftServer mcServer = MinecraftServer.getServer(); WorldServer newWorld = mcServer.worldServerForDimension(dimensionID); mcServer.getConfigurationManager().transferPlayerToDimension((EntityPlayerMP)player, dimensionID, new TimeTeleporter(newWorld)); } } My TimeTeleporter() class is just an extension of Teleporter, but to use the same basic Teleporter as default, you should use this: mcServer.worldServerForDimension(dimensionID).func_85176_s() as the third parameter
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