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Drofzz

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Everything posted by Drofzz

  1. Hey guys. so i've been thinking about making a colonial minecraft sci-fi mod, with a new crafting system i havn't seen before, basicly its a deploy system, getting dropped by large orbital drones, at your marked locations. the drones are going to work both ways, where they can transport large ammount of materials from your mines, to your space orbital crafting station (as a transportation hub), to lesser logstic missions, to deploy multiblock structures, for mining/crafting/power and so on. now for this to be fun, i have to make it look fun too. problem is (as fare as i know), moving tiles is a very big problem, so i was thinking to make it an entity, when it was being transported from orbit, and then it transform into a multiblock tile, when deployed. is that possible? my very ugly drawing of it
  2. ohh, i figured it out, i had to use the deopfed jar, instead of the normal jar was able to load them with no problems
  3. Hey guys, i've been trying to make a mod with a more realistic oil refeinery process, then the buildcraft one. however since i got little knowledge on how the gradle works with the forge framework, i am a little confused on how to load another mod into the IntelliJ idea, i tryed ti place the mod in the eclipse/mod folder, however it makes the process return errors. currently i have to build the mod each time i want to try it out, and place it in a forge enabled minecraft folder, to test with buildcraft this process does not bother me much, however i wanted to expand my mod to support Bioms o plenty, to refine the diffrent fluids from that mod too. i've only been able to find guides for the old structure, and not for the new one, sadly.
  4. Well, it isn't as easy as just doing that, first of all you need to make a new render for the inventory GUI, add detection, and a save/load spot on the player for this to work. if you want the easy way, you could make the Hotbar the shield slot, whenever you have a shield in the hotbar, it could equip it on the player.
  5. Ohhh.. thanks for the link.. i was trying to make it manually it only make the ModelClass right?
  6. Doh.. okay i kindea searched the whole code, for the ModelZombie.java, and found i need to register my own in the RenderManager instance, by making a Render Class for it well i guess i just give up to easy.. but thanks anyway
  7. however i've been looking trugh the forge code, and may have found how i make my own rendering of a Entity, but still havnt found any example how the Forge code want it linked to a Entity, so it can be seen in the Clientside.. is there any registering of a Rendering for a new entity, using some sort of dark magic?
  8. tryed googleing Techne, nothing at all.. is it a user? i know of some user that makes some really nice tutorials.. but can't remember hes name
  9. Hey guys i've been busy making a mod, and want to add a new zombie, that requires a custom shape. i've been looking as EntityZombie, but can't find any linking to how it renders the model, anyone that could give me a hint to where to look, and maby knows a uptodate tutorial on this? hopeoneone can help, and thanks
  10. i kinda made this work... i made a command "/null" and when a want to prevent a chat message to get broadcasted, using the default broadcaster, i return a new Packaet3Chat("/null"), the command is then accepted by all, so i dont get any errors, the command is empty in the processCommand part if anyone got a better idea, i would love to hear about it, as i have been hunding for a gap in the code to replace the current chathandler part... ofcasue i could use craftbukkit, but i dont think there will be a forge ported release yet for some time
  11. Hi forum. So i have been making a ChatListener, using the IChatListener implementation. i want to make my own Manager for the Server-site of NetServerHandler::handleChat(Packet3Chat par1Packet3Chat) Well... my main idea is to Make a Local chat distance, to prevent mass spamming. so that means that the Default NetServerHandler should not send the chat message to Clients, as i can see it would do that in any case. so i was wondering if there was a way to abort a chat message getting send to the NetServerHandler::handleChat(Packet3Chat par1Packet3Chat)? thanks
  12. haha.. ofcasue, thanks Lex.. found what i needed
  13. Well.. i did look at the Teleport.class but can't find the part where it actually change dimension.. only setting location
  14. Hey guys, i proberly been overlooking how to do this, as i googled it, but i really can't find anyting about this thing. i am making a RPG mod, where i need to make a teleporter to another dimension. is this a wrong approach? i am trying blindly been looking a little into the World Class, and it dosnt seem to have any hints
  15. yeah, i kinda screwed it up, i forgot to add the right paremeters to the methode it should be this i did the big mistake and wrote
  16. as fare as i have seen, using it as a programmer, the best thing is for basic items, and mined items, used in recipies, to make a crossmod ore base, instead of needing to mine 10 diffrent Coppers, and 10 diffrent Tins. or if for instance if you needed a re-battery for a recipe you wanted to make.. for instance a IC2 batpack.. it required 6 batteries.. but you only had 4 IC2 re-battries, and 2 RP2 batteries.. it could be really nice to be able to use both types, without the recipe complaining
  17. hi guys so i am trying to find the place where to get the instance of ServerCommandManager, for what i have come up with, its from the FMLServerHandler.instance().getServer().getCommandManager() But my problem is, that when i try to use it, i get some problems. @ServerStarted and @ServerStarting dosnt seem to work fir the internal server. and as the sever is not initated yet in @Init, i kinda am confused where to register my custom commands. i am wondering if anyone had figured this out yet, as all the current google results, predates Forge 4.x and gives me guides for Forge 3 instead:/ thanks
  18. okay, so i came to this conclusion that i am a compleete morron. i used the Forge 4.1.4.297 Mod with 4.1.4.298 source.. and the Configuration class did not use getBlock() yet, but the depricated getOrCreateIntProperty(). i figured how to get the Texture working, by simply zip the root of reobf/minecraft, with the images/sounds added. sorry for that, but i am happy now, my first working mod, yay
  19. So i have started to make a pollution mod, where when i i burn stuff the air gets polluted, and the clouds turn black near thouse chunks, you also starts getting harder and harder to breath, if it really goes out of hand.. i plan to make it a bit more interesting, but right now i want to compile the first version of my plugin.. but i dont know how to do it so i tryed the. step 1) ./recompile.sh step 2) ./getchangedsrc.sh step 3) ./reobfuscate.sh it gives me the class files in the reobf /dk/minsk/minecraft/pollution/*.class now i have some textures, that is nowhere to be found, they are in the minecraft.jar file /texture/pollution/Block.png /texture/pollution/Item.png /texture/pollution/Fog.png now i was wondering.. how do i get it proberly working, so i can destribute it, it would be a great help, as this is my first plugin, and i would love to share it with my friend, and expand it
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