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    posted a message on [W.I.P] Thaumic Temptations
    I have a few new ideas for some more content, the main post will be updated shortly.
    Posted in: WIP Mods
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    posted a message on [Solved] GitHub Questions + Automatically Updating a GitHub Repo?
    If you feel your questions have been answered adequately please make sure you edit your main post to add the resolved tag. This will make your topic easier to find by others who have similar questions. The resolved tag is a new feature for this sub forum :)
    Posted in: Modification Development
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    posted a message on [Solved] GitHub Questions + Automatically Updating a GitHub Repo?
    1) The best way to set up your repo folder would be to clone the repo to your computer and then use directories within that folder as linked source folders for your project in eclipse. There are tons of examples of how to do linked source folders on github. You would need to copy essential files such as the gradle wrapper into your repo folder. AFAIK it is cool to host the gradle wrapper and forgegradle on your repo as libs.

    2) There are not magic "Sync everything when I save/close" features available, however they do have a repo view which can be used to control your repo. Simply add your repo to the viewer and then right click to pull, push and so on.
    Posted in: Modification Development
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    posted a message on How Do I Control the Breaking/Cracking Block Texture?
    This is a wonderful question that I would love to see the solution to. If I am not mistaken when on a server you can view the effect both on your block, and the block of other players. This is likely related to some form of packet code which you can always manipulate it, or just bring it down . I wish I had a "this code is exactly what you need" kind of solution however I am sure this will be possible :)
    Posted in: Modification Development
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    posted a message on Bow Held Like Sword
    I am not sure what you mean, is there a difference between how a normal item is held and how the bow is held? Also, "private static final String __OBFID = "CL_00001777";private static final String __OBFID = "CL_00001777";" is a line generated during the forge decompile/deobfuscate process. It is only needed in vanilla classes and should not be included in your own code. Doing so may even cause errors.
    Posted in: Modification Development
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    posted a message on More Swords Mod
    Quote from KitaenSilva»
    What would be neat is a set of mob-themed blades - as linked enchantments, it would be pretty neat if they could do superior damage to the mob type after which they are themed, but as a small drawback, they have slightly reduced damage against other mobs.

    Another sword that would be useful is one that can only damage hostile entities and has no effect against passive mobs except for perhaps a particle effect or damage-free knockback - that way if you have to fight off a spider in your animal farm, you don't have to worry about killing off your farm in self-defense.


    Quote from Palin_Tishnar»

    Lol or you could just tame yourself a few wolves, and they would take care of the spider after it attacks you, or you attack it, with no damage to your farm animals. :D


    Quote from DrCheeseburger»

    My ideas concerning this are:

    -Blade of Sacrifice

    crafted with a blaze rod in the bottom left, 1 glowstone in the middle, a soul sand in the top right, 2 gold ingots in the other corners and rotten flesh filling the gaps.

    This surprisingly can't hurt zombies at all, but it insta-halves the health of any non-undead entity and afflicts it with Wither I for a minute, effectively killing them. By charging (R-Click), you can potentially afflict all living entities within 3 chunks with Wither II.

    "But this is so OP!" the catch is that for any entity you use this on, you lose 3 hearts and cannot get them back without Golden Apples (now crafted with 9 gold nuggets), and when fully charged, the blade will leave you with Mining Fatigue 2, Nausea, Hunger and Wither I until you die. (Better have plenty of chests with you!) You can stop this effect by consuming an enchanted golden apple.


    Quote from KitaenSilva»
    =============
    @ Palin_Tishnar:
    =============

    Some users don't necessarily partake of the taming aspect, and others simply can't obtain wolves due to other mods which may remove them, their ability to spawn, their ability to be tamed, or map constraints. I personally fall under both - I enjoy Skyblock maps, which removes a huge portion of ability for wolf spawning to begin with, and even then I really don't care about having a bunch of barking and panting wolves taking up space in and around my builds - especially while I work on them where they only end up being a source of escalating fury.

    ================
    @ DrCheeseburger:
    ================

    I actually like the concept to a degree. I question having it be a permanent impact on health capacity until a specific, high-cost item is consumed, though I would personally reserve criticism on this concept until having an ability to actually try it out. Balancing could come after the actual proof of concept.


    Quote from japirate777»
    I'm loving all the new suggestions for this mod and am suprised there isnt a big mod pack with it (I think so anyways)

    Those are some interesting ideas however I am not sure how well they fit with the over all style of the mod. Right now the formula is 1 sword based around a specific theme and then two enchantments based around the theme, one being a 3 tier effect, the other being a tier 1 effect. From most of your suggestions it sounds like these would be items better suited for a mod like a thaumcraft addon. And it just so happens I am working on a WIP Thaumcraft addon :)
    Posted in: Minecraft Mods
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    posted a message on More Swords Mod
    Quote from mysticdrew»
    Added this mod to my server today, and items crafted are being called "Somethings Wrong"

    Quote from acsidz»
    Its the same on our server i made a couple of test and when i only add More Swords Mod when im not shift click craft my items the item is called Somethings Wrong.

    Yep, as I mentioned on twitter, some of my experimental code made its way into the latest download. This is a side effect of me being pressured into releasing downloads before they are fully ready. A fixed build can be found here. I have been using this build on my own server. Very stable.
    Posted in: Minecraft Mods
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    posted a message on Wawla - What Are We Looking At
    Quote from Mierzen»

    Take a look again - it's promoting me to downgrade

    Again, nothing is wrong. (I have tested twice now). The issue in your image is caused by the mod being launched before the server where my version checker data is stored had been updated with the latest information.
    Posted in: Minecraft Mods
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    posted a message on Wawla - What Are We Looking At
    Quote from Mierzen»
    I suspect you did something wrong in your implementation of VersionChecker...? link

    No, nothing is wrong. Restart your client and it should show the changelog for 1.0.6.
    Posted in: Minecraft Mods
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    posted a message on [W.I.P] Thaumic Temptations
    Just a notice, I am in need of a texture artist. If you're interested please send me a private message. (Although I can't pay actual wages for texture work I can pay a % of over all profit the mod generates) If you do message me, make sure you include some samples of your past work.


    Oh yasss! I'm excited for this :D

    Quote from AlexScribbles»
    This looks really good :D

    I appreciate the support, I hope you will enjoy the final product :)
    Posted in: WIP Mods
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    posted a message on How do you add a Brewing Recipe?
    Quote from Killerjdog51»
    alright, took me some time, but this is what i got so far. XD i dont really understand what to do after this.

     
    package com.Deer.Main;
    
    import cpw.mods.fml.common.eventhandler.EventPriority;
    import cpw.mods.fml.common.eventhandler.SubscribeEvent;
    
    import com.Deer.Item.Items;
    
    import net.minecraft.item.ItemStack;
    import net.minecraftforge.common.MinecraftForge;
    import net.minecraftforge.event.brewing.PotionBrewedEvent;
    
    public class PotionEventHandler{
    
    
     @SubscribeEvent(priority=EventPriority.NORMAL, receiveCanceled=true)
     public void onEvent(PotionBrewedEvent event)
     {
     System.out.println("A potion was brewed!"); 
     
     
     }
    }

    It looks like you have everything you need. I don't think you need to add the priority and cancel checks but it's up to you. Anyhow, you can use event.brewingStacks to get an array of all the items in the brewing stand. They don't mention what stack is what in the code by I assume 0 is the fuel item and the 1-3 are all the potion slots. so if(event.brewingStacks[0].getItem() instanceof YourItem) event.brewingStacks[1] = new ItemStack(custom stack params here);

    Make sure to null check.


    Quote from HappyKiller1O1»
    I haven't tried this but, look through the event for items, color settings and such. If you can't find that take a look at the potion classes and simply add a potion like they do. I believe you could do something like this:

     
    public final Potion = new Potion(all the stuff);

    This would go in your load method I believe.




    No, make sure you read the first post. He does not want to make a new potion effect he wants to add a new brewing recipe. Instantiating a Potion will not help.
    Posted in: Modification Development
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    posted a message on Shift click with item
    If you have access to an instance of EntityPlayer you can simply do a check for player.isSneaking
    Posted in: Modification Development
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    posted a message on [Solved]Color tool tips working in eclipse but not the real Minecraft
    Okay, so here is the issue with your code. The script sign does not work all that will with the jvm, I am surprised you could even compile that code. The same solution above still applies.
    Posted in: Modification Development
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    posted a message on [Solved]Color tool tips working in eclipse but not the real Minecraft
    You should probably include what code you used in your post. Since I have had similar issues I will assume you are including just including \u00a7# in your string, where # represents the color code. Although this use to work in previous versions of the game it is no longer valid. The correct way to do this is with using the constants within EnumChatFormatting. For instance EnumChatFormatting.DARK_GREEN + "Your Text Here" will make your text green.
    Posted in: Modification Development
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    posted a message on Crafting recipes with different dyes
    You are not making a new instance of an ItemStack. Please re-read my post.
    Posted in: Modification Development
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