A easy way for modders to make Realms, just create a object of "TransferWorlds" with a minecraft object as the parameter. Then call ChangeWorlds from that object with the following parameters
a WorldProvider and a Name (String Value) and then a realm number.
(Note, this source code was deobfuscated using mcp, so if you deob it another way it will be easier to just decompile mine using jd-gui)
My example does require you to install the base and it, whenever you right click on dirt you will be transfered to the FlatWorld and experience a Realm that is a combination of the nether and the surface
Um. I'm sorry, but no. I'm almost positive you missed a LOT. This won't work in it's current stage, or at least not the way it should. Do your homework, and look around a little more before releasing an API that doesn't cover all grounds.
Um. I'm sorry, but no. I'm almost positive you missed a LOT. This won't work in it's current stage, or at least not the way it should. Do your homework, and look around a little more before releasing an API that doesn't cover all grounds.
Um. I'm sorry, but no. I'm almost positive you missed a LOT. This won't work in it's current stage, or at least not the way it should. Do your homework, and look around a little more before releasing an API that doesn't cover all grounds.
Did you even try it? or are you shitting on someone elses mod cause of what you assume?
What you have set up is in no way complete and cannot allow the creation of truly new worlds. In addition, why the hell would you edit Minecraft.class? There is absolutely no need.
My suggestion? Wait for the Aether to be released and for the Dimension API that will be coming with it. Then you'll understand why yours is highly inadequate.
And Faenix1: I looked at the code. So yes, I know what I'm talking about.
What you have set up is in no way complete and cannot allow the creation of truly new worlds. In addition, why the hell would you edit Minecraft.class? There is absolutely no need.
My suggestion? Wait for the Aether to be released and for the Dimension API that will be coming with it. Then you'll understand why yours is highly inadequate.
And Faenix1: I looked at the code. So yes, I know what I'm talking about.
With my example mod, I edited the minecraft class because I needed to access the minecraft object that is the one that is running and the minecraft class has a object of itself, but it is private, so I just made it public. I spent only 10 minutes on it, it would have not been required if I worked harder.
I made this because I'm going to start making realms like AquaRealm and Space so I needed a system to let myself not have to edit the minecraft class every time making conflicting mods.
What you have set up is in no way complete and cannot allow the creation of truly new worlds. In addition, why the hell would you edit Minecraft.class? There is absolutely no need.
My suggestion? Wait for the Aether to be released and for the Dimension API that will be coming with it. Then you'll understand why yours is highly inadequate.
And Faenix1: I looked at the code. So yes, I know what I'm talking about.
With my example mod, I edited the minecraft class because I needed to access the minecraft object that is the one that is running and the minecraft class has a object of itself, but it is private, so I just made it public. I spent only 10 minutes on it, it would have not been required if I worked harder.
I made this because I'm going to start making realms like AquaRealm and Space so I needed a system to let myself not have to edit the minecraft class every time making conflicting mods.
One its called reflection. Or ModLoader. Second theres other classes to edit besides just the one you do. Truse me theres more to edit. Plus theres other things your skipping over.
What you have set up is in no way complete and cannot allow the creation of truly new worlds. In addition, why the hell would you edit Minecraft.class? There is absolutely no need.
My suggestion? Wait for the Aether to be released and for the Dimension API that will be coming with it. Then you'll understand why yours is highly inadequate.
And Faenix1: I looked at the code. So yes, I know what I'm talking about.
With my example mod, I edited the minecraft class because I needed to access the minecraft object that is the one that is running and the minecraft class has a object of itself, but it is private, so I just made it public. I spent only 10 minutes on it, it would have not been required if I worked harder.
I made this because I'm going to start making realms like AquaRealm and Space so I needed a system to let myself not have to edit the minecraft class every time making conflicting mods.
One its called reflection. Or ModLoader. Second theres other classes to edit besides just the one you do. Truse me theres more to edit. Plus theres other things your skipping over.
With my example mod, I edited the minecraft class because I needed to access the minecraft object that is the one that is running and the minecraft class has a object of itself, but it is private, so I just made it public. I spent only 10 minutes on it, it would have not been required if I worked harder.
I made this because I'm going to start making realms like AquaRealm and Space so I needed a system to let myself not have to edit the minecraft class every time making conflicting mods.
One its called reflection. Or ModLoader. Second theres other classes to edit besides just the one you do. Truse me theres more to edit. Plus theres other things your skipping over.
smith61 what are you saying?
Reflection lets you get access to pretty much everything. And ModLoader has a method to return a Minecraft instance. Theres also more classes then EntityPlayer to edit to make a Multi Dimension API. I've looked through the code of both yours and the Aethers Dimension API. And theirs solves all but one issue while yours leaves alto still open. Try dieing in your world
a WorldProvider and a Name (String Value) and then a realm number.
Click Here For the Mod
Click here for my example You must get the one above for this to work!
The source code
(Note, this source code was deobfuscated using mcp, so if you deob it another way it will be easier to just decompile mine using jd-gui)
My example does require you to install the base and it, whenever you right click on dirt you will be transfered to the FlatWorld and experience a Realm that is a combination of the nether and the surface
FlatWorld images
(LOL PIGS AND ZOMBIE PIGMEN)
https://modrinth.com/user/Roundaround
What do you mean by this? it works perfectly fine
Did you even try it? or are you shitting on someone elses mod cause of what you assume?
My suggestion? Wait for the Aether to be released and for the Dimension API that will be coming with it. Then you'll understand why yours is highly inadequate.
And Faenix1: I looked at the code. So yes, I know what I'm talking about.
https://modrinth.com/user/Roundaround
With my example mod, I edited the minecraft class because I needed to access the minecraft object that is the one that is running and the minecraft class has a object of itself, but it is private, so I just made it public. I spent only 10 minutes on it, it would have not been required if I worked harder.
I made this because I'm going to start making realms like AquaRealm and Space so I needed a system to let myself not have to edit the minecraft class every time making conflicting mods.
One its called reflection. Or ModLoader. Second theres other classes to edit besides just the one you do. Truse me theres more to edit. Plus theres other things your skipping over.
smith61 what are you saying?
Reflection lets you get access to pretty much everything. And ModLoader has a method to return a Minecraft instance. Theres also more classes then EntityPlayer to edit to make a Multi Dimension API. I've looked through the code of both yours and the Aethers Dimension API. And theirs solves all but one issue while yours leaves alto still open. Try dieing in your world