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    posted a message on A Few, (Un)related Questions [Concerning: Mac, ModLoader, Forge, MCP, and Base MineCraft Files]
    In answer to your first question, I personally have not had any issues insofar. There have been a few times where the processes in tutorials have differed, but I have yet to have any significant incompatibility issues.
    Tl;dr: Not that I know of, but every person's experiences differ. It is conceivable that others have had problems, but I have not, nor have I encountered anyone with significant problems caused by using a MacbookPro instead of a PC.

    As for your second question, much of this is up for debate. Personally, for any experimentation I have no issues with modding base classes. In practice, I avoid it as much as possible for any mod I may publish. If I remember correctly, there are various processes that allow you to, essentially, modify base classes without actually modifying the class in your workspace. I believe Pahimar's Let's Mod series has information on setting up your workspace for this.
    Tl;dr: It is generally left to opinion, although the majority of people do suggest avoiding editing base classes, for the sake of compatibility. Although incompatibility is not guaranteed, there is a higher likelihood of it occurring.

    Finally, in terms of ModLoader versus Forge, it is really up to what you would rather use. ModLoader used to be the primary API used by most, but in recent history it has been primarily replaced by Forge. Additionally, Forge now includes its own version of ModLoader - Forge ModLoader, or FML - which, to my understanding, can be used to accomplish the same processes the the original ModLoader could. Lastly, Forge does have greater compatibility with other mods, since most mod creators utilize it.
    Tl;dr: It is your choice, but Forge is the primary API now. For best compatibility, I would suggest it. It also can do what ModLoader does and more. The downside is that Forge has a higher learning curve than ModLoader.

    I hope this helps somewhat.
    Tl;dr: In the end, it is really your opinion that matters the most. For highest compatibility, I would suggest using Forge and avoiding Base class edits. The operating system you use should not matter. In theory, as long as it can use JDK and has at least some word processing application, you could use Linux or Ubuntu.

    Good luck, and Happy Modding!

    Edit: Whoops, I did forget to link you to Pahimar's Let's Mod series, found here.
    Posted in: Modification Development
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    posted a message on Check if a play right clicks with an item
    Check the methods used in food, since those are used without right clicking on blocks. See if there is something there that might help you.
    Posted in: Modification Development
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Another bug: If you alter the percentage of an object in an object layer and then change the displacement (x y or z) and then save, only the displacement will be saved, not the modified percentage. If you modify these values in reverse (displacement and then percentage) there are no issues.

    Edit: This only happens if you go immediately from typing in the percentage box to changing the displacement. If I type, click the area outside of the typing box, and then change the displacement it works fine.
    Posted in: Minecraft Tools
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    posted a message on Balkon's WeaponMod v1.14
    I can't seem to get the Bukkit version working. As far as I can tell I've done everything correctly, but it just isn't working. I've downloaded the bukkit version download, put the zip into the server's mod folder (Running MCPC, the one from the given download version for it), and followed all of the instructions. Absolutely nothing happens though. I've attempted for the past two hours to resolve the problems, but after running out of available options (Anywhere from numerous file versions to decompressing the zip and using it's .jar content file to countless other ideas I came up with along the way) I decided it might help to ask here. Truly, any help would be appreciated.
    Posted in: Minecraft Mods
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    posted a message on WorldPainter - user creations
    Might upload some of my own custom brushes if people want. Just a critique though Catastrophe, your high points seem a bit too bright. Might end up with some really steep points.
    Posted in: Minecraft Tools
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    posted a message on Horse Bukkit Plugin
    But Spout can't be used to add custom models/entities, and this form of functionality isn't possible with Bukkit. Unless you truly rely upon Bukkit for some key plugins, I'd suggest running a Forge server. Additionally, I'd look into Avi's Simply Horses plugin in the WIP Mods section.
    Posted in: Mods Discussion
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    posted a message on Can mobs emit light?
    Quote from RANKSHANK

    Use DynamicLights API. thats the only way you can get an entity to emit world affecting light, without writing something like this yourself, mostlikely having to overwrite base classes anyways:
    Here


    Not entirely true. There are ways to do this yourself without modifying base classes, but it takes a lot of time, effort, and thinking. I've done it a bit before to make an entity do the reverse and make an area around it entirely dark. The hardest bit isn't lighting up the area around the entity, it's setting the light values back to what they were originally.

    Unless you're willing to spend a large amount of time working on this, I would agree with RankShank's suggestion of using the DynamicLightsAPI
    Posted in: Modification Development
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    posted a message on Unstoppable Crashing
    Xacero, you are close, but terribly off. He hasn't defined EntityPlayer anywhere.

    Try changing the following
    protected BlockSaphire(int i, int j)
    {
    super(i,j,Material.rock);
    }


    to

    protected BlockSaphire(int i, int j)
    {
    super(i,j,Material.rock);
    entityplayer = ModLoader.getMinecraftInstance().thePlayer;
    }


    Hopefully that'll help.
    Posted in: Modification Development
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    posted a message on How do I prevent a mob from suffocating and noClip?
    Modify how its bounding box interacts with the world. It isn't too difficult, I did it once just because leaves were annoying me. Can't stand on leaves anymore, but at least I'm not bumping into them a bunch.

    Check out the moveEntity method in Entity.


    As for suffocation, that likely has to do with checking if the entity is within a block's bounding box and hurting it if it is. If you can find where this happens and disable it you'll be fine.

    Edit: Suffocation would be handled via the attackEntityFrom method. Run a check to see if the damage source is DamageSource.inWall. If it is, then return.
    Posted in: Modification Development
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    posted a message on Biome blocks crashing upon breaking
    NullPointerException means you're referring to something that doesn't exist. In this case it appears to be that the game is attempting to render something it can't find as an item.

    Hope that helps somewhat
    Posted in: Modification Development
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