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    posted a message on Java bug/glitch with calculating percentages? Please help!
    Do you mean 7.000000000000000001%, 14.000000000000000002% and 28.000000000000000004%? It's because of rounding errors. The easiest way to prevent this in your case is to multiply before dividing.
    Posted in: Modification Development
  • 2

    posted a message on Keeping Chucks Loaded!?
    Quote from dbptwg

    No, but the chunk that spawn is in remains loaded at all times, if you can fit your needs in that area/relocate appropriately.

    It's not just the chunk with spawn. It's 16x16 chunks around the spawn.
    Posted in: Maps Discussion
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    posted a message on Need Help Making a Tekkit Adventure Map~!
    Have you considered using Feed The Beast instead of tekkit? It has mostly the same mods, but it doesn't have those legal issues that tekkit has.
    Posted in: Maps Discussion
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    posted a message on [1.2.5] PhysicsCraft Pre-Beta [0.18]: Cloth Physics and Rope Collisions Preview Vid Added
    I think McGyver (without 'a') is better, because MC is MineCraft. ;-)
    Posted in: WIP Mods
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    posted a message on Block Transmuter
    I think I know how this works.
    When water breaks the torch (or maybe when first piston moves), this code executes:
    setBlockWithNotify(x, y, z, id1);
    setBlockMetadataWithNotify(x, y, z, meta1);

    It sets the block id, updates adjacent blocks, sets metadata, and updates adjacent blocks again.

    But the first block update updates a piston, that executes this code:
    setBlockWithNotify(x, y, z, id2);



    So in the end you get block id2:meta1.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [IDEA] Unified Modding System (U.M.S)
    Quote from Stormweaver

    I like the concept; I don't think the approach is quite right though.

    The best solution I can think of (there are likely better ones out there, but still) would be to move all of the pre-game stuff into the launcher, and include a patcher in the launcher that automatically patches the jar with the mod files for a particular world when selected; then the jar is loaded and goes straight to world generation. This would have the added benefits of making all mods installation-friendly (ala 'put zip in mods folder'), and possibly allowing for the sharing of 'modpacks' through single text files containing the installation order and ID configs.

    I had very similar idea. But in my solution if you leave the world and then re-enter it immediately minecraft.jar wouldn't be reloaded. It's too late here, so I'll describe it tomorrow.



    Also, it's possible to make main menu a separate java app that is "between" launcher and minecraft.jar. Similarly to this mod: http://www.minecraftforum.net/topic/819387-mod-manager
    Posted in: Requests / Ideas For Mods
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    posted a message on [IDEA] Unified Modding System (U.M.S)
    Quote from JSPGAS3

    isnt notch making something like this?

    1) He promised API to be in 1.5... now it's 1.0.0 and still no API.
    2) It's a bit different.
    Posted in: Requests / Ideas For Mods
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    posted a message on [IDEA] Unified Modding System (U.M.S)
    What if modified base classes will be stored as diffs? This way multiple mods that modify same class can work together! (unless they modify same methods)
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from zombomat

    after installing and crafting in minecraft i get an message, to reinstall it from the creator when i right click on it. but i did what was in the instruction. modloader installed and than i put the mod_Zeppelin-client-1.0.0.0.19.zip into the mods folder. i didnt have any other mods installed but the modloader and zeppelin mod. what did i forget?

    Have you put c.class into minecraft.jar? It's the same as rp.class in 1.8.1.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    I know how to make all blocks from other mods rotate correctly when rejoining world!
    Just don't allow crafts to rejoin world :smile.gif:




    @Mineraleer: It's 1.0. You searched what the other guy was talking about, but it didn't prevent you from looking dumb.
    Posted in: WIP Mods
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