Everything posted by pro-mole
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[1.4.7] Molecraft 0.7.0
Good news, everyone! The first "pillar" of Molecraft is ready for the first release! Dirtcrafting has one awesome recipe that is the base for a myriad of other resources planned to be available in the mod. And today I just finished testing it locally. Smooth. With one of the other three pillars being postponed for a later release and the other already half done from the start(the bugs) I'm expecting Molecraft 0.5 to be around by November 15(though taking in account local holidays and stuff, I'd make that 18th to be sure ). Hope there's anyone waiting around. This is turning out pretty exciting.
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Two Tutorial Requests
These are two topics I was expecting to find tutorials about, but actually didn't find much documentation. Granted, I didn't search THAT much, but I supposed it'd be more easily accessible. These are A) mcmod.info files and B) those handy forge configuration files.
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Ubuntu Eclipse
Apparently it can't find lwjgl... did you copy your whole bin from .minecraft into the mcp72 jars folder?
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Recipe with Items with Metadata
Oddly, I couldn't find it, so maybe I'm using inaccurate nomenclature, but how can I specify metadata in a recipe for items that have subitems? Like, for example, if I want to specify that my recipe uses red dye instead of just any kind of dye? Does it work the same for multiblocks?
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Testing Tools in Creative
Goody, I never used cheats either. Thanks a bunch.
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[1.4.7] Molecraft 0.7.0
Thanks there. Nice to know you like the Stag Beetle, it's only one of many planned different insects. Next release will do off with the bait blocks(later they'll be changed) and the Spade will be used to find grubs in normal dirt and other shoveable blocks. I plan to have grubs in tree trunks, too, and the mounds also sound like a good idea. I'm not dealing with world generation yet. I've just started learning about modding. =/
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Testing Tools in Creative
I never used Creative mod before taking on modding, so maybe I'm just ignoring something really simple, but is there a way to test tools and block drops and such in Creative mode? When I try to use tools or check if my blocks are dropping the right items, I always cause the block to be destroyed in one touch and drop nothing. I usually have a Survival world ready for testing, but that means testing some complicated items is... well, complicated. Like if I want to test an item that uses a diamond.
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[SOLVED][1.3.2] ItemDamage Help
If I understood correctly, you're making a seed bag that can be used a number of times, right? Maybe you have to override the "isDamageable" function to return true?
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[1.4.7] Molecraft 0.7.0
Thanks a bunch, I'm also curious about your mod. Sorcery in Minecraft is something I'm fond of. So, I'm reworking this mod and the next release will have some stuff less, but also a lot of stuff more. Especially the thing about crafting with dirt and a better way to get grubs. And some magic too. Damn, do I love magic components. Hope the people who are viewing this topic are liking what they're seeing for now.
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Drop item at x y and z coords
Also world.spawnEntityInWorld(Entity par1Entity); Check the javadocs. I'm actually writing a tutorial about that.
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[SOLVED] Forge Cannot Recompile
I tried removing all the MCP and Forge files and restarting everything three times and it all happens again. That wine/astyle line passes so quickly I didn't see it at any time(the logs are so big the terminal doesn't let me scroll up to the start; I had to clean everything up and try again to get those logs). Well, let's try that. RTFL, indeed. Thanks a bunch.
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[SOLVED] Forge Cannot Recompile
So I'm moving my development environment to my Linux(actually, I'm keeping two machines synced for that), but I can't go past the "Install Forge" step without getting errors in the code and no Forge at all when testing. For reference, this is the tutorial I'm following. Here's the output of the installation script, split in two parts because I couldn't get the standard output and error into a single file in the same order they appeared on screen: So, "cannot find symbol problems". I'm stumped. SOLUTION: install wine and (probably) astyle. Pretty much all error messages disappeared.
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My World Has Gone Crazy(No sounds, can't right-click, only a few chunks)
Well, the last crash report I found in my folders is from October 14th. The ForgeModLoader logs show no error. Everything is fine and dandy apparently, unless I have to run Minecraft in some sort of debug mode. Also, playing offline. I vaguely know that 1.3.2 runs an internal server of some sort, but there's no actual minecraft_server.jar here anywhere.
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My World Has Gone Crazy(No sounds, can't right-click, only a few chunks)
Almost forgot: these are the versions of the mods running: - IC2 1.106 - BuildCraft 3.2.0pre7 - Forestry 1.5.0.2 - ComputerCraft 1.43 - Railcraft 6.4.1.0 I have no idea what happened, I've been playing an IC2/Buildcraft/Forestry/ComputerCraft/Railcraft hybrid for the last months and today the weirdest thing happened. And I'm not sure exactly was it, but now: - The walking sounds doesn't play anymore - I can't use any blocks(the guis won't appear) - Only a few chunks are loaded and no chunks load anymore Seriously, this is the place where I built my fortress: And then I leave the game and it freezes in the "Shutting down internal server..." screen. And, the weirdert part: there is no error message whatsoever! Also, it only happens in one of my worlds. If I create a new one, it gets back to normal(after a few seconds still buggy). Any ideas, or I should just resign and start all over again?
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[1.5.1] Sorcery Beta 1.0
I'm all in for magic mods (still hurt with how long Arcanacraft is taking, yes >=| ) so I'll just be here waiting
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Different Stack Limits in an Entity
Oh, now I get it! I have to extend the Slot class! Thank you very much!
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Different Stack Limits in an Entity
What I'm seeing in your source is that you make getStackSizeLimit return 1, but that will make all slots accept only 1 item per stack. What I'm thinking is an inventory where each slot can accept different max sizes.
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Different Stack Limits in an Entity
If I have an IIventory TileEntity with several slots, and want only one of these to only take one item at a time(an Itemstack of size 1, that is), even if the item itself can be stacked, is that possible?
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[1.4.7] Molecraft 0.7.0
Welcome to Molecraft, where dirt is more than inventory filler and insects are your friends. Have you ever wanted to make your house out of dirt? Have you ever wondered if you could breed your own tools? Probably not, but we're doing it anyway! What's there to do in Molecraft? 0.5.0 - Reusing this version number, there's a little deal of stuff to be done. There are terrariums for bug growing and a seedstone. Confused? Check out Getting Started guide here. 0.6.0 - Now with new armors and tools and a new seedstones! 0.7.0 - Seedstones were reworked, so now we're back to only one. But we also have a new bug, a more sensible clump and grub generation scheme and ominous Standing Stones around the world. Oooh... WARNING - Molecraft has gone through a Block/Item ID revamp, so there's a big chance that if you have a Molecraft world running, a lot of stuff will, well, not work. Thank goodness there wasn't much to do yet, eh? " Where's all that useful information that used to be here?! It's been relocated to our very own wiki! And if you want a direct take on "what the heck am I supposed to do?", check the Getting Started page there. Just a hint: make sure you have cows nearby! What does the future hold? - More bugs, of course! Grubs come in different kinds and turn into lots of different stuff! - More advanced terrariums! Imagine if you could leave more than one bug metamorphosing, or if your bugs could work on items you left inside... - More dirt items! Can dirt become fuel? Be dried into sand, or wetted into clay? Can dirt become valuable and hard? Of course it can! - Mole lore! The secrets of the Stone and the Word. Does this mean... MAGIC?! (Yes, yes it does) - A whole new mole-friendly biome! Lots and lots and lots of dirt! - Seedstones and more seedstones to shape the environment around you to your liking! Want a lake? Seedstone! Want more plants? Seedstone! Want a lake of lava? Seedstone! Want diamonds? ...wait, no. Not that. Shut up already, where can I download it?! Right here, in the Releases page in our wiki! Keep in mind that this is still an experimental mod and has no official item/block ID list, so things might change a lot. Don't get too attached to your structures and items, is what I mean.
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Special drops for special tools
Okay, this was completely crazy, but worked. Here's what I figured out: When testing from Eclipse, the "isRemote" flag is always true. Since the usual "onBlockStartBreak" code is only executed on the Client side, this leads to the code never working. Except it will work normally when the mod is compiled. And then I had to return a false value to make sure the leaves block was destroyed. I actually did try it returning true, and the block was never destroying, generating an infinite source of leaves! Woot! Anyway, the code is working now. Awesome!
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Random Drops not so Random
I'm trying to make a block that gives out different drops depending on random and not so random criterions. Basically it drops different sorts of grubs, where the grub is an item with metadata so that 0 is a normal grub, 1 is a fat grub, 2 is a red grub and for now that's all. Here's the code for my block's harvesting: @Override public void harvestBlock(World world, EntityPlayer player, int x, int y, int z, int meta) { for(int i=0; i < meta; i++) { if (world.isBlockGettingPowered(x, y, z) && world.rand.nextInt(3) == 0) { world.spawnEntityInWorld(new EntityItem(world, x, y, z, new ItemStack(Mole.grub, 1, 2))); continue; } if (world.getBlockId(x, y, z) == Constants.MOLE_BLOCK_BAIT_PREMIUM && world.rand.nextInt(2) == 0) { world.spawnEntityInWorld(new EntityItem(world, x, y, z, new ItemStack(Mole.grub, 1, 1))); continue; } world.spawnEntityInWorld(new EntityItem(world, x, y, z, new ItemStack(Mole.grub, 1, 0))); } } The block can be of two types that behave pretty much the same. What happens, though is that every time I harvest one of these blocks(even if powered) I get only grubs with metadata 0. Any ideas? OOPS Okay, so I found out that getBlockID in that position is returning 0 because the block is already destroyed, but I can use blockID. Not sure about the redstone power, though, it always comes up false =/
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Special drops for special tools
ERP DERP, found it! Here's code for EntityItem.collideWithPlayer: public void onCollideWithPlayer(EntityPlayer par1EntityPlayer) { if (!this.worldObj.isRemote) { Apparently in Minecraft 1.3 isRemote is always true. This means any entityItem will never collide with the player. With that in mind, how do I even create items in Minecraft 1.3? I'm confused. But the leaves block does disappear, the block stack pops out and fall to the floor and... stays there. I can't take it. Not sure if it helps, but here's a screenshot: The leaves blocks are the ones I can't get. Yes, the beetle is the tool.
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Special drops for special tools
Hey shadowmage! Thanks much, I actually found that out before I was coming back here to comment that, while I managed to use that to do what I want(now an ax/shear hybrid), it's not working because I can't get the blocks dropped. I'll post the code later when I'm back home, but for now any idea of what might be going on? I basically used a code with an if for block == Block.leaves and spawning a new entity, and the leaves blocks just stand there on the ground. =/ Here's the code: @Override public boolean onBlockStartBreak(ItemStack itemstack, int x, int y, int z, EntityPlayer player) { //System.out.println("Cutting "+player.worldObj.getBlockId(x,y,z)); if (player.worldObj.getBlockId(x,y,z) == Block.leaves.blockID) { EntityItem sheared = new EntityItem(player.worldObj, x, y, z, new ItemStack(Block.leaves, 1, player.worldObj.getBlockMetadata(x, y, z))); //sheared.delayBeforeCanPickup = 10; player.worldObj.spawnEntityInWorld(sheared); return true; } return false; }
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[SOLVED] GUI Tutorial Problems
GOOD NEWS I've found a solution here: http://www.minecraftforum.net/topic/1513224-solved-a-mod-tried-to-open-a-gui-on-the-server-without-being-a-networkmod-solution-included/ Guess this notation isn't in any tutorial yet. I've started developing my first GUI using this tutorial from this very site, but I've reached a problem in the very last thing that needs to be done, opening the GUI. The code states this code player.openGui(YourMod.instance, 0, world, x, y, z); will open the GUI when called in the onBlockActivated call for my block. Problem is, "YourMod.instance" (where YourMod is the class name of my mode) is not a valid variable, so Minecraft fails at that point. What would be the correct call for my mod's instance in this case?
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Very basic mod, Working in eclipse, but not on client
It must be a common mistake, I also did that the first time I packed my mod. I noticed it was wrong because I packed it in a jar, so I figured it should be looking for "minecraft.mod_name.mod_name" instead.
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