• 1

    posted a message on ENCHANTING PLUS
    Quote from mathwizi2005»

    I do agree that the power of the AET is too high, I don't like the method you chose to balance it.

    Right now, it is SMP UNFRIENDLY, having players compete of limited enchantment spawns is NOT a good idea on co-op packs its usually paired with.


    Another thing, WHAT THE HELL DO HALF OF THESE ENCHANTMENTS EVEN DO!?!

    Tool tips on the scrolls would REALLY be nice.


    Competition isn't really a factor in the new system. In the 1.7.10 builds you can get scrolls from dungeon loot (which is in no way limited), however you can also get them as a drop from killing mobs. I have played with the beta on a server with a few other players and we had no problem getting the scrolls. If anything they were a bit too easy to get. This said, the 1.9 version is going to add in a way to break down tools and armor to get scrolls as well. And of course, if you don't like the new system you can just disable it in the configuration file.

    Also, the table already has tooltip support. Hold shift while hovering over a label and it will display in the tooltip. In 1.9 the tooltip also shows you which mod added the enchantment, so you can tell two different enchantments with the same name apart.
    Quote from euphoria4949»

    Oh man, I truly hope this mod isn't abandoned!?

    It would be a massive shame, it's a cracking mod. I've just come back from not playing MC since 1.7 5 to play 1.9 and I saw this hasn't been undated since I last played 18 months ago.


    Arrh man, all the bests ones leave us too early :(


    A 1.9 release is being worked on and early alpha releases are available on curse.
    Quote from MrB»

    Whats the syntax for adding an enchant tooltip in the cfg file?


    The tooltips use a language file, so they need to be added by a mod or resource pack. The syntax is description.enchantment. followed by the enchantment name. For example, description.enchantment.waterWorker is the key for aqua infinity and description.enchantment.damage.all is the description for sharpness.
    Quote from roxieraven327»

    hello i have a request if possible. i have a mod that ups the enchantment limit to what i choose (such as sharpness level 10) and your enchanting plus mod doesnt go any higher than the normal enchantments (this is probably intended huh?) do you think you could add a way for if a mod ups the enchanting limit it will increase the level limit with your mod please?


    It depends on how that mod accomplishes that. If I knew how it worked, I could probably add support, or that mod can be changed to work in a friendlier way.
    Posted in: Minecraft Mods
  • 1

    posted a message on Wawla - What Are We Looking At
    Quote from OldEnt»

    EDITED

    I looks like Waila and Wawla are no longer dependent on NEI?


    Yes, the dependency for NEI was dropped some time ago.
    Posted in: Minecraft Mods
  • 2

    posted a message on Setting up an eclipse modding workspace for 1.9?
    It really depends on how you want to set up your workspace. There are a LOT of different ways to do this, and each has it's own advantages and disadvantages. It largely comes down to how you personally like to do it. I will explain my process for setting up the workspace below.
    Disclaimer, this is specifically for Eclipse, although it can also be done for IDEA if you know what you're doing. A fair amount of the stuff I do is optional, and might not be needed.
    1. Download the latest Mdk build of Forge from here. At this time it's 1.9 - 12.16.0.1811 at the time of writing.
    2. Extract the contents of the download to somewhere on your computer. The location is optional, but I prefer documents. I also rename the extracted folder to Forge 1.9 and drop the version number part.
    3. The next few steps are optional, and relate to using the latest mappings and getting JavaDocs. Skip to step 6 if you want.
    4. Go to the MCP site and navigate to the first dropdown box. It will look something like "snapshot_20160328 (307.4KB)" the version number and size won't be the same. When you click on it, you will get a few options. Chose "Use in ForgeGradle". This will open up a dialogue box with some code you can copy. You want to copy the "mappings = 'snapshot_20160328'" part. Again the version number probably won't be the same.
    5. Locate the build.gradle file in the extracted forge folder and open it in an editor. You want to find the line which is similar to the line you copied before. Likely around line 36. Once you find the line, replace it with the one you copied earlier. You can then save the file.
    6. Open up the command line in the extracted folder and run the "gradlew setupDecompWorkspace eclipse" command. This will set up MC and all the forge stuff. WAIT for it to finish all of the stuff. It should say "BUILD SUCCESSFUL".
    7. Create a new folder which will be your mod workspace. This can again be anywhere. I prefer to put it on my desktop though so I have very fast access. You then want to open up Eclipse and select this new folder for your workspace.
    8. Once in Eclipse, right click on the package explorer (which should be empty at this point) and select the Import option. You then want to select General > Existing Projects into Workspace option. It will then give you a option box and ask you to select the root directory. You want to click the browse button beside that and point to the forge folder you created earlier. Forge-1.9 should now show up in the projects display box. Click Finish and Forge will now be in your workspace.
    9. This next bit depends on how you like to do stuff. Right click on the new Forge-1.9 project and go to Build Path > Configure Build Path. From there, click on the Order and Export tab and then hit Select All. Then click OK. This lets all the other projects access the forge source, and all the other libs.
    10. Create/add all of your mods to the project list. A lot of devs will import their project from things like a GitHub repo, however you can also just right click and create a new project. You will want to link these new projects to the forge 1.9 project by going back into the Build Path > Configure Build Path on the newly created project, and go to the Projects tab. Click Add and then select the Forge-1.9 project.
    11. The last thing to do is set up the run configuration for the workspace. This can be done by clicking on the drop down box by the run button and clicking the Run Configurations option. Under Java Applications you should have some existing options. Click on the client option (or server if you're testing a server) and then click on the Classpath tab. You can then select the "User Entries" list, and click the Add Projects button. Select the mod project to add it. Make sure to uncheck both of the check box options though. "Add exported entries" and "Add required projects". Select OK, and now the run option will launch forge, with the mods added to it.
    If anyone has any suggested improvements let me know.
    Posted in: Modification Development
  • 1

    posted a message on More Swords Mod

    This mod has now been updated to 1.8.9. This is the first release for 1.8.9 and likely the last. Focus on 1.9 is already in progress.


    Posted in: Minecraft Mods
  • 1

    posted a message on Inflicting hunger via saturation effect at Amplifier 128+: Anyone done the math?

    There is a hunger effect which does the exact thing that you are looking for. Although using potion effects will not be exact. I would suggest removing hunger directly, rather then using potion effects to replicate the effect. Doing it directly would also allow you to enforce the cost, if the player has 1 food, and your recipe costs 10, then you would be able to enforce the 10 cost.

    Posted in: Modification Development
  • 3

    posted a message on Risugami's Mods - Updated.

    This thread has been locked due to inactivity. The forums considers a mod to be dead when the author seems to have abandoned the project, and the project is three major versions behind the latest Minecraft version.

    Posted in: Minecraft Mods
  • 1

    posted a message on [SOLVED] Changed name of function and no 1.8.8 sources?

    There typically isn't a list of the changed mappings, however there are some tools which can be helpful. In this situation I would suggest checking out MCPBot. It has data on all of the mapping changes, which can be very helpful. For example if you were using func_abc123 you can search for that and see what it has been changed to. If there are no results it means that the code for that method has been removed or remapped.

    Posted in: Modification Development
  • 2

    posted a message on problem with player.inevntory.addItemStack (item disappears)

    You were on the right track with using world.#isRemote to try and solve this. If world.#isRemote is true, then the world is client side, and if it is false it is serverside. You can use ! to invert the result, so a lot of people do !world.isRemote as a sort of shorthand for if the code is server side.


    The issue here, is that you are getting your world instance from a client side source, so the world will only ever be client sided. And you can not spawn items on the client side. Minecraft#getMinecraft()#thePlayer will give you the client side version of the player. You should only use this for client side things, because as your code is right now, it will actually crash the server. To solve the issue, you need to get the appropriate version of the player, which is given to you by the method parameters. The entity parameter is the entity that broke the block. In most cases this is a player. You can do something called Class Casting to get a player from the EntityLivingBase. The first thing you need to do, is check if the entity parameter is an instance of EntityPlayer. If it is, you can then do EntityPlayer player = (EntityPlayer) entity; Because EntityPlayer is below EntityLivingBase on the inheritence tree, it is possible for EntityLivingBase to represent a player, and Class Casting allows for us to de-generalize it.


    There were a few other issues I could see in your code that I could see. The first being the DIAMOND field. Fields should follow the camel case (example: thisIsCamelCase) style, unless they are constants. As you are updating the value of the field, it is not constant and should follow camel case. You should also know that items and blocks in the world are singleton, meaning there is only ever one object for all diamond pick axes. Things like durability, or enchantments need to be saved in a separate place like NBT, or else you will end up all instances of that item in the world sharing the same value.

    Posted in: Modification Development
  • 1

    posted a message on Will my computer run Minecraft?

    Your computer should run the game fine, however you won't know until you actually run the game on your computer. If you are trying to decide whether or not to buy the game, you should download the demo from the official Mojang site. You can find more info about the official demo here.

    Posted in: Discussion
  • 1

    posted a message on Getting integer causes crash

    There are a few issues here with your code. The first is your package names. Package names should never have upper case characters. This has been linked to a wide range of problems and is a huge red flag for code quality. I would say your issue is due to not checking if the item stack is safe to use. For example, itemstack.getTagCompound() is almost always null, unless you set it yourself. You can do a check for stack.hasTagCompound and if it fails, add one using setTagCompound. Also player.getCurrentEquippedItem may not be null, but the Item in getItem can be in fringe cases.

    Posted in: Modification Development
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