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    posted a message on [REQ] Dynamic fog adjustment
    No Love?

    >.>
    Posted in: Requests / Ideas For Mods
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    posted a message on [REQ] Dynamic fog adjustment
    What do you guys think about a mod that adjusts the view distance as the weather changes?

    For example:

    Clear: Far
    Cloudy: Normal
    Rain: Short
    Storm/Snow: Tiny

    I love changing the view distance when it's raining or snowing, really adds some extra atmosphere to the game. It would be great to have a mod that automatically does this.
    Posted in: Requests / Ideas For Mods
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    posted a message on Looking for God Mode and Instant Block Destroy mods
    Thanks a ton, I'll check it out now.

    Anyone know of a 'stop stuff from dropping items' mod?
    Posted in: Mods Discussion
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    posted a message on Looking for God Mode and Instant Block Destroy mods
    Hi, I used to have a mod that made you invincible and allowed you to destroy any block instantly with your fists, does anyone happen to know where I can find this mod or a similar one?

    I've managed to find huge 'overhaul' mods that have these features, but they aren't compatible with the 'Ingame Invedit' mod I'm using. I also found a Godmode one but it didn't remove fall damage which is virtually useless seeing as I play on peaceful and falling is the only way I die anyway...

    Incase you didn't realise, I'm trying to emulate Beta Creative Mode (Seeing as the official beta creative doesn't look like it's ever coming).

    Also if anyone has a mod that stops every block/animal from dropping items, that would be great too.

    I wouldn't waste your time with this, except for some reason search has been disabled and I'm unable to find this stuff myself.
    Posted in: Mods Discussion
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    posted a message on New forum layout
    Damn, I was hoping creative mode would come out in the Beta.
    Posted in: Forum Announcements
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    posted a message on [MOD] IWannaWin's Mods v2.0 (MC: v1.2.2)
    The glove looks amazing for us builders that are completely over mining 200,000+ blocks =P. Especially since I really want to start a new world with the biomes.

    Thanks so much IWannaWin, you're amazing!

    EDIT: Just tried to install and got a "Minecraft patching failed at """ error =(

    EDIT2: Apparently if you only select the glove patch, it won't work. I selected everything and it worked fine though =)
    Posted in: Mods Discussion
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    posted a message on [MOD] IWannaWin's Mods v2.0 (MC: v1.2.2)
    It shouldn't cause your game to lag. The high res textures might cause a bit of overhead, or if a mod is programmed badly it might. But that should only be a problem for the ones that significantly change the game.
    Posted in: Mods Discussion
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    posted a message on [V1.3][Advize] No UI Resize
    5th'd!

    I loved the day/night changer.
    Posted in: Minecraft Mods
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    posted a message on [MOD] IWannaWin's Mods v2.0 (MC: v1.2.2)
    Would it be possible to make the more powerful/quicker version have indestructable tools as well? Because v2 isn't compatible with the indestructable tools mod.
    Posted in: Mods Discussion
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    posted a message on [REQUEST] Last Thing I Need For PseudoCreative
    That doesn't seem to work for me.
    Posted in: Mods Discussion
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    posted a message on [REQUEST] Last Thing I Need For PseudoCreative
    Thanks =)
    Posted in: Mods Discussion
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    posted a message on [REQUEST] Last Thing I Need For PseudoCreative
    Sorry to be a pain in the ass, but could you give me a kinda step-by-step on how you decompile, edit and recompile the classes? I tried to decompile the whole thing but the decompiler failed on certain things like Enums etc, so I assume you have to edit a single class then recompile that class and add it back into the program.

    Also I'm not sure quite how Java works, but I'm thinking of declaring ne's methods final. Either the subclasses will all throw compile time errors or they will ignore their own methods and just call ne's. Hopefully it's the second one, but I can't remember enough about Java's little quirks to know for sure. It could be a quick and dirty way to do it though, save a bit of time.

    EDIT: Nevermind, it doesn't work. Stupid Java.
    Posted in: Mods Discussion
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    posted a message on [REQUEST] Last Thing I Need For PseudoCreative
    Does ne have a(Random) and a(int,Random) methods? Because if it does then that makes everything so much easier. I can just delete all the a() methods in the blocks and have them all inherit ne's method which I can modify to drop nothing.
    Posted in: Mods Discussion
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    posted a message on [REQUEST] Last Thing I Need For PseudoCreative
    Ah ok, that looks easy enough. Basically ne is the parent class for all blocks, and instances of ne are used for any block that has normal behaviour (I.E stone, wood etc). Then any block that does something else inherits off ne. And every block has an overloaded method 'a' which is used to determine what and how many of something it drops?

    The only thing that has me confused is this:
    Here, instead of numbers, the function uses class variable IDs. "return ne.aU.bi;" tells the program to find the ne class, look up the variable aU (which is Ice!) and use aU's bi function, which drops an aU item onto the ground!

    Am I right in thinking that aU.bi() is being typecast into an int, I.E it's returning a unique integer identifier for that method that's computed at compile time or somesuch?

    EDIT: Also what do you use to edit them? I can't figure out how to decompile it in Eclipse.
    Posted in: Mods Discussion
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    posted a message on [REQUEST] Last Thing I Need For PseudoCreative
    I'm more concerned with which classes are which and where the method is that I need to edit. All the variable names appear to be lost.
    Posted in: Mods Discussion
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