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    posted a message on [REQ]Elevator MOD
    Quote from zlyfire »
    i would make it use gravel, becuase we dont use it for anything else:3 it would also need water. so its like taking the float part of a boat and combining it with the size and looks of gravel.

    Why would you do that? Mine can just float up and down by itself :iapprove: .
    Posted in: Mods Discussion
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    posted a message on [REQ]Elevator MOD
    This is actually what I've been working on for the last few days. I'm pretty sure it works and right now, I'm just testing for bugs. Might post it in a day or two.
    Posted in: Mods Discussion
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    posted a message on [REQ] Sentry Drone Skin
    Pretty epic :iapprove: .

    It is a bit overpowered though don't you think? There should probably be more of a delay between shots and it shouldn't be able to spin around instantly.
    Posted in: Mods Discussion
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    posted a message on [MOD] IWannaWin's Mods v2.0 (MC: v1.2.2)
    Quote from sssderek »
    I get this error when i try to load a world with a furnace or when i try to set down a furnace




    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.

    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.



    --- BEGIN ERROR REPORT a1dce528 --------
    Generated 11/7/10 6:09 PM

    Minecraft: Minecraft Alpha v1.2.0
    OS: Mac OS X (i386) version 10.6.4
    Java: 1.6.0_22, Apple Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
    LWJGL: 2.1.0
    OpenGL: ATI Radeon HD 4670 OpenGL Engine version 2.1 ATI-1.6.18, ATI Technologies Inc.

    java.lang.NoSuchFieldError: z
    at lh.b(lh.java:100)
    at cu.e(SourceFile:1023)
    at net.minecraft.client.Minecraft.i(SourceFile:1133)
    at net.minecraft.client.Minecraft.run(SourceFile:596)
    at java.lang.Thread.run(Thread.java:680)
    --- END ERROR REPORT 2dfb99f1 ----------

    You don't have Minecraft 1.2.1 :wink.gif:.
    Posted in: Mods Discussion
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    posted a message on Redstone torches that can emit light?
    Uhh normal redstone torches already emit light :wink.gif:. It's just half of what normal torches emit.
    Posted in: Mods Discussion
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    posted a message on HD texture fix [Feb22: 1.3 support, fixed compass]
    Looks like when xau was modifying the client for HD support, he left out the code that turns on rendering blocks behind transparent ones.

    Also, for the portal, check out v.class, method:
    public void b(cu paramcu, int paramInt1, int paramInt2, int paramInt3, Random paramRandom)

    Thats where the portal is drawn.
    Posted in: Resource Packs
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    posted a message on [Request] Water Removal Mod?
    Edit some sponges into your inventory with tools like MineEdit or INVedit.
    Posted in: Mods Discussion
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    posted a message on Height Limit Mod?
    Quote from David56543 »
    Quote from Nurio »
    Yes, as JoelMacro said, it might very well crash the game. It's possible in Creative, since that works very different than Alpha. In Alpha everything is saved and loaded in a different way, and if the level is higher than the game expects, it will crash.


    will it crash if i got a good computer? is it it java itself...

    How good your computer is is irrelevant. It will crash because you will be trying to put a block outside the bounds of the chunk.
    Posted in: Mods Discussion
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    posted a message on Height Limit Mod?
    Chunks are stored in 16x16x128 blocks. This means that 64 blocks below sea level is bedrock and 64 blocks above is the sky limit. You can't change the height limit unless you change how the blocks are saved.
    Posted in: Mods Discussion
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    posted a message on [Request/Is this possible?] Minecart tracks on walls
    Possible, but I don't see them going very far straight up.
    Posted in: Mods Discussion
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    posted a message on Non spreading fire mod?
    You could just take a wood block, surround it by stone, and set it on fire. It would burn forever and be confined to that block.
    Posted in: Mods Discussion
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    posted a message on Nuke/Miner TNT MOD - BROKEN! Outcome To Be Determined.
    No, then you override the methods presented in q.

    EDIT: Just took another look at q. You'd want to make two new classes, extending q and jd respectively like this:
    public class NukeBlock extends q
    {
      //Constructor goes here
      //Override method b, replace jd with your own class (NukeExplosion in this case)
    }
    
    public class NukeExplosion extends jd
    {
      //Constructor goes here
      //Override the method that determines explosion size (at a quick glance, looks like method i)
    }
    Posted in: Mods Discussion
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    posted a message on Nuke/Miner TNT MOD - BROKEN! Outcome To Be Determined.
    Quote from Navist »
    Quote from Ethereal »
    I would suggest extending the original TNT class. You could then change the texture and the blast radius while still having it function correctly.


    That is how we originally did it. We messed with TNT to make the blast radius bigger but had some requests to keep TNT normal and have a Nuke be it's own object.


    No, extending it can make another block:
    public class NukeBlock extends q
    {
    //code goes here
    }


    I would suggest taking a look at the source ModLoader and BridgeBlock.
    Posted in: Mods Discussion
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    posted a message on Nuke/Miner TNT MOD - BROKEN! Outcome To Be Determined.
    I would suggest extending the original TNT class. You could then change the texture and the blast radius while still having it function correctly.
    Posted in: Mods Discussion
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    posted a message on Challenge! (A request, really.)
    How would you put it into your inventory? Making it drop on death would be bad, seeing as then you would have an infinite amount of loot.
    Posted in: Mods Discussion
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