Halloween is a fun holiday for my family so had to wait until i got to work before I could update. Sorry for the delay. Glad to see you uploaded the TreeDrops mod though. Its EXACTLY what I was gonna do soon so saves me some effort =-)
Ahaha.. :happy.gif:; Glad to help, then! I'm really new to modding, but small projects like that aren't too bad for this novice! I'm looking for something new and interesting to put under my belt, rather than simply extend on other's mods, though :\
i know this looks extremely overkill, but when i click on delete world, the cancel button gets stuck where it is in the screenshot and i can't click it
the only option is to close the game or click a world and THEN hit cancel
i searched through the .java file you included, but there's only one cancel button and it's already been moved!
since i just now started doing anything java related today i have no idea how to search through the other .class files and find the one controlling that button (other than decompiling them all but i only have 7 uses left on this thing), so could someone tell me which file to edit?
i know this isn't the mod's fault but this is just so silly and i don't know where else to ask
Complete oversight on my part. Yah i've always deleted worlds with just the OSs filemanager when needed. The file to edit is iy.java which I will be looking into. Right now iy.java is hard coded to think there is only 5 world buttons of standard size so places the cancel button based on that, AND it uses an ID value of 6 meaning clicking it would react as though you clicked your 6th world file. I'll be updating that file to be aware of variable numbers of worlds and uploading a new version today.
Thanks for the catch
-edit-
7 uses left? You mean on your decompiler? if you want to work on mods id recommend just installing 7zip to manipulate the jars, the Sun JDK for compiling via javac on the command line and jd-gui for your decompiler. Nothing there costs money or has limited uses. Feel free to stop by #minecraft on irc (esper.net or freenode.net) if ya need help and are using Windows.
WorldsPlus v2.0 released. Fixes bug with delete menu cancel button trying to always delete your 6th world. Changes configuration to use an ini file (example one included) so that increasing/decreasing your number of world slots doesnt require further code changes. Delete/Cancel buttons now position themselves based on how many rows of saves you have so that they dont cause overlap issues.
No. Conventional naming system wont preserve button location on screen if you decide to add another column or more rows at the bottom. I'll look into having it auto rename directories though, so you dont have to manually do it.
For me it's no problem, but I'm guessing for some people it might be over their heads when it comes to downloading and playing a world save that wasn't named the same way, (but will still work if it's world folder is renamed).
Made an addon for toolrepair that uses chainlinks as a repair ingredient. Those are part of the Chainmail Mod linked to in the first post, thus require you to have it installed first.
Now that's odd, for some reason I can only repair my iron helmet. it won't let me repair my breastplate or any other piece of armor.
You think maybe it's because I have a few other mods installed? I have:
the slime fix
elemental arrows
mod loader
tool repair
Any ideas? Also i'd just like to say THANK YOU so much for the tool repair mod, this means I can pack a stone pick and shovel and not a shitload of sticks, so awesome.
Ive tried twice now to install the Worlds Plus mod and everytime i go to play single player with it installed I get this error
--- BEGIN ERROR REPORT a1dce528 --------
Generated 11/3/10 11:00 AM
Minecraft: Minecraft Alpha v1.2.0_02
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_20, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5700 Series version 4.0.10061 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NullPointerException
at ks.LoadConfig(ks.java:86)
at ks.<init>(ks.java:37)
at df.a(SourceFile:138)
at bn.a(SourceFile:69)
at bn.e(SourceFile:115)
at bn.d(SourceFile:103)
at net.minecraft.client.Minecraft.i(SourceFile:1007)
at net.minecraft.client.Minecraft.run(SourceFile:596)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 490b1fc6 ----------
Ive tried twice now to install the Worlds Plus mod and everytime i go to play single player with it installed I get this error
--- BEGIN ERROR REPORT a1dce528 --------
Generated 11/3/10 11:00 AM
Minecraft: Minecraft Alpha v1.2.0_02
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_20, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5700 Series version 4.0.10061 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NullPointerException
at ks.LoadConfig(ks.java:86)
at ks.<init>(ks.java:37)
at df.a(SourceFile:138)
at bn.a(SourceFile:69)
at bn.e(SourceFile:115)
at bn.d(SourceFile:103)
at net.minecraft.client.Minecraft.i(SourceFile:1007)
at net.minecraft.client.Minecraft.run(SourceFile:596)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 490b1fc6 ----------
i keep getting this problem too. it appears to be an issue with the config parsing code, specifically when attempting to parse the "showSize" value.
@Cronollo,cvpcs:
Worked fine on Win7 64, Ubuntu 10.4 and Mint 10.10 running Sun JREs between _20 and _21. Not sure what would crash. If you think its the showSize field then you can alternately use a 1 or 0 instead of true/false. See if that helps.
That aside Im releasing a work in progress mod for improving the fowl populations. BetterFowl currently gives an equal chance of any chicken spawning to be either a standare chicken or one of the 2 ducks or the skeleton chicken from the Painterly Texture Pak. I've stripped out code that allows plucking feathers and collecting chicken legs on death as I need to update those to be configurable too. The chance one chicken will spawn relative to the others is configurable but currently set to equal odds. The whole point is for someone to be able to easily tweak their livestock in game without having to recompile code.
If anyone wants to submit alternate chicken textures PLEASE POST THEM. Also if there is any additional features that would make sense for configurable chicken post those ideas. Lastly if this mod is recieved well I'll probably make additional versions for the other livestock, maybe even the hostile mobs.
Yeah the skin for a given mob is set as its spawned so its an easy thing to adjust in the file for each mob type. My problem is i have no artistic talent WHAT SO EVER and it would be pointless for me to make diversity mods for any mob that doesnt have a wide selection of skins available.
But think of all the ghast skins already made? hahahahah
It's kind of funny, I was messaging someone about something very similar to this just a few moments ago! It has nothing to do with chickens... skeletons, rather! But... that's a secret until tomorrow I think! ;3
Still, really cool! It'd be fun to see various mob skins applied randomly when they spawn :3 It's a really simple fix, code-wise (adding more skins is the difficult part!), so maybe you could work on that when the chickens are done :happy.gif:
I can't see any need to add more code than an RNG to other farm mobs... perhaps sheep will need templating, though, if we officially get colored cloth back! It'd be cool to have black and brown wool sheep spawn, dropping the appropriate colors.
The fowl mod got me thinking.. what if there were a vengeful chicken mod?
It would operate in the same was as a chicken from Legend of Zelda!
When hitting a chicken 5 times (if it ends up living that long) it will switch to an aggro mob status (such as that used for zombies) and 3-5 more chickens will spawn in the given area with the same aggrovated status. That would surely give chickens an interesting ability and people something to fear from our fine feathered friend!
In relation to your fowl mod, it could, for instance, give skele-chickens the ability to shoot projectiles while in their aggro state.
Updated WorldsPlus with CreeperDaReepers' request for old world saves to be automatically handled. Also fixed a bug im glad no one noticed in how the 'delete'/'cancel' buttons could get out of sync if you customized the menu while game was running. WorldsPlus.ini file is no longer included in the download as it will be generated when not present and is now gaurenteed to be in your .minecraft/config directory instead of where you have your launcher.
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
i know this looks extremely overkill, but when i click on delete world, the cancel button gets stuck where it is in the screenshot and i can't click it
the only option is to close the game or click a world and THEN hit cancel
i searched through the .java file you included, but there's only one cancel button and it's already been moved!
since i just now started doing anything java related today i have no idea how to search through the other .class files and find the one controlling that button (other than decompiling them all but i only have 7 uses left on this thing), so could someone tell me which file to edit?
i know this isn't the mod's fault but this is just so silly and i don't know where else to ask
Complete oversight on my part. Yah i've always deleted worlds with just the OSs filemanager when needed. The file to edit is iy.java which I will be looking into. Right now iy.java is hard coded to think there is only 5 world buttons of standard size so places the cancel button based on that, AND it uses an ID value of 6 meaning clicking it would react as though you clicked your 6th world file. I'll be updating that file to be aware of variable numbers of worlds and uploading a new version today.
Thanks for the catch
-edit-
7 uses left? You mean on your decompiler? if you want to work on mods id recommend just installing 7zip to manipulate the jars, the Sun JDK for compiling via javac on the command line and jd-gui for your decompiler. Nothing there costs money or has limited uses. Feel free to stop by #minecraft on irc (esper.net or freenode.net) if ya need help and are using Windows.
Laterz.
CDR's PTC HD Infinity [128x Texture Pack]
How to find the minecraft.jar file
Modifying the minecraft.jar file
One Stop Mod Shop
Laterz.
CDR's PTC HD Infinity [128x Texture Pack]
How to find the minecraft.jar file
Modifying the minecraft.jar file
One Stop Mod Shop
You think maybe it's because I have a few other mods installed? I have:
the slime fix
elemental arrows
mod loader
tool repair
Any ideas? Also i'd just like to say THANK YOU so much for the tool repair mod, this means I can pack a stone pick and shovel and not a shitload of sticks, so awesome.
i keep getting this problem too. it appears to be an issue with the config parsing code, specifically when attempting to parse the "showSize" value.
haven't looked much more into it.
Worked fine on Win7 64, Ubuntu 10.4 and Mint 10.10 running Sun JREs between _20 and _21. Not sure what would crash. If you think its the showSize field then you can alternately use a 1 or 0 instead of true/false. See if that helps.
That aside Im releasing a work in progress mod for improving the fowl populations. BetterFowl currently gives an equal chance of any chicken spawning to be either a standare chicken or one of the 2 ducks or the skeleton chicken from the Painterly Texture Pak. I've stripped out code that allows plucking feathers and collecting chicken legs on death as I need to update those to be configurable too. The chance one chicken will spawn relative to the others is configurable but currently set to equal odds. The whole point is for someone to be able to easily tweak their livestock in game without having to recompile code.
If anyone wants to submit alternate chicken textures PLEASE POST THEM. Also if there is any additional features that would make sense for configurable chicken post those ideas. Lastly if this mod is recieved well I'll probably make additional versions for the other livestock, maybe even the hostile mobs.
If so, I'd love to have a mod that did all of that to have tons of diversity. :biggrin.gif:
I dig straight down.
But think of all the ghast skins already made? hahahahah
Still, really cool! It'd be fun to see various mob skins applied randomly when they spawn :3 It's a really simple fix, code-wise (adding more skins is the difficult part!), so maybe you could work on that when the chickens are done :happy.gif:
I can't see any need to add more code than an RNG to other farm mobs... perhaps sheep will need templating, though, if we officially get colored cloth back! It'd be cool to have black and brown wool sheep spawn, dropping the appropriate colors.
Either way, can't wait to see this finished ^^
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
It would operate in the same was as a chicken from Legend of Zelda!
When hitting a chicken 5 times (if it ends up living that long) it will switch to an aggro mob status (such as that used for zombies) and 3-5 more chickens will spawn in the given area with the same aggrovated status. That would surely give chickens an interesting ability and people something to fear from our fine feathered friend!
In relation to your fowl mod, it could, for instance, give skele-chickens the ability to shoot projectiles while in their aggro state.