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JaselUmena

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  1. Hi, Recently in my mod, we started to develop accessories as a utility for Traveller's Gear mod and we plan to add many cool stuff. However, one of my ideas was an accessory which pushes the player in the direction he's looking at (at least horizontally). I know there are many compass HUD mods, so there must be some kind of function which can be got to then apply mobility in that direction. Any clues?
  2. Alright, so we finally figured out how to implement the API, though we still need some documentation on how to use it. We'll check GitHub for examples, so that won't be a real problem. Thank you all for your response!
  3. Hello! It's been a while since I last posted. Thanks to some of you (awesome people of the forum) our mod now has machines, batteries, armor, ores, tools and weapons with special effects, blocks that launch you into the air... but today I'm here for something a little bit different. I noticed a great mod by BluSunrize (Traveller's Gear) which allowed to add your very own accessories into the game with you know.. the infinite possibilities that adds. However, the mod has two ways of adding accessories. One is via a message to the mod from your mod when the mods are loading, in which we succeeded to the point that we managed to create an accessory to give jetpack-like flight to the player. After chatting with the mod maker himself (nice guy, he seems to be in the middle of a big project) he and a friend of him explained to me that the message between mods is limited and the API would allow for many other functions. Me and a friend (he is doing the code, I'm doing the textures) have decided to follow that advice and implement the API in the mod. The chat was as it follows: So what we did is to download the deobf and import it into the lib folder in our project. The question is: now what? Is that all that's needed for implementing and using an API? /Edit: Apparently importing that makes our mod unable to be compiled. Any ideas?
  4. Okay, so it seems we are on a dead end. The one of us who's doing the code does not know where to place what parts of the code and he went to bed (it's 6am here) and left me these 3 codes. He told me he doesn't know how to continue and that he would really appreciate an example of a mod that adds an item that does something when the user presses a key (idk like summon a fireball with motion 0 or something when the item is in the player's hand) so he can reverse engineer the code. For those who are wondering why am I writing and not him is because he does not understand English very well and he thought I would be able to seek help more easily. Thank you in advance for any tips, I leave here the same three files he sent me: ninjaarmor.java ModNetwork.java PlayerActionPacket.java I don't quite understand code, but this seems quite empty and I suspect that he was following a tutorial or something. We are trying and once we learn how to do the handler properly, I think our mod will progress a lot so any help is more than welcome (maybe a small reward too if it's a lot of trouble and a thank you and eternal gratitude is not worth it ;w;).
  5. We are on it right now... we are not the best coders in the world (specially me, I'm in the project just because of the item skins, models and such), but we are trying to implement the Simple Network thing. The main concern my friend has is to change from a chat message to the armor and all the complexity it implies. Thank you for your offer, though, that's very kind of you and I will no doubt message you in case we don't succeed.
  6. Hi, thank you for taking your time and helping us out. We will now try to follow those tutorials! I hope we manage to deal with this issue and make our mod become better. I will let you know if it fails or if we are useless enough to not be able to do it. Tyy~
  7. Hi all, One friend of mine and me are developing a simple mod (which is starting to grow quite rapidly) for us to play with friends and random people on a small private server with cauldron (plugins and all that stuff). We use a quite big modpack featuring 92 mods and our very own mod. However, this in not our problem: Until now, our mod has featured one ore (around which revolves the rest of the mod), a couple of armor sets and weapons (with the names of our friends on the server) which give potion effects and such. However, we recently took a step forward and tried to implement two things: - A "ninja" armor set which gives invisibility and hunger when sneaking and enables jumping on air. This jump works with all the other mods in single player. - "Gravity boots" which imitate the funcionality of a simple jetpack (you press space and it gives you motion upwards). However, for unknown reasons, whenever someone weats these sets on the server, they get kicked until we delete their inventories. We have banned part of the ninja set and the gravity boots until we get to fix it. I included the code of both items in the spoilers. Please help us ;w; they work in single player but for some reason we get a error when using it on the cauldron server.
  8. Uhm... the problem seems to be that we do not have a visible example. I mean, where is the source code for the minecraft vanilla furnace? Is there a basic mod that only adds one furnace that we could use as an example on 1.7.10?
  9. Hi, Just dropping by to say that the example you sent seems to be from a different version, as eclipse doesnt even recognize half of the imports. We even tried to rewrite the code, but it's still full of errors. Any other ideas? Thank you for your support
  10. Hello! It's been a while since me and a good friend have started developing our very own minecraft mod for 1.7.10 and, until now, it worked perfectly. We managed to create custom items, material classes, weapons, tools, food with potion effects, ores, ore generation in our world... Mainly almost anyything a mod could need. However, we are stuck now... the reason? We were trying to make a custom "furnace/machine/processor (call it as you wish)" so as we could process our Supernova ore into Supernova blend and then use it in every single recipe in our mod. I know it is a lot easier to add a smelting recipe for a vanilla furnace, but that would not be unique at all... so what we are interested in is a "furnace" that opens a GUI when right clicked, smelts only certain materials (that can not be smelt anywhere else) and uses a custom fuel (we know how to create the custom fuel, so it will not be a lot of trouble). I have faith in you and know you will come up with a ton of good ideas! However, please do not send tutorials, since we have attempted to do most of them and failed miserably because we didn't know what to put in other files that were not the furnace itself. Thank you in advance! Umena. P.S: My friend told me that if we could perhaps get example files of a very basic furnace we might be able to adjust it ourselves.
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