This mod is an addon for the Better than Wolves and the industrialCraft² mods, and therefore REQUIRES both of this mods to be installed correctly to work properly. Currently supported versions are:
[spoiler]Dynamo 1.36
Minecraft 1.8.1
Better then Wolves v3.0
IndustrialCraft² v1.23
Dynamo 1.34
Minecraft 1.8.1
Better then Wolves v2.99
IndustrialCraft² v1.23
Dynamo 1.33
Minecraft 1.8.1
Better then Wolves v2.98
IndustrialCraft² v1.23
Dynamo 1.32
Minecraft 1.8.1
Better then Wolves v2.98
IndustrialCraft² v1.15
Dynamo 1.21
Minecraft 1.8.1
Better then Wolves v2.96
IndustrialCraft² v1.15
Dynamo 1.2
Minecraft 1.8.1
Better then Wolves v2.95
IndustrialCraft² v1.15
Dynamo 1.0
Minecraft 1.7.3
Better then Wolves v2.94
IndustrialCraft² v1.0
[/spoiler]
Dynamo - What is it?
[spoiler]
This machine converts mechanical power from the Better Than Wolves mod (Wind mills, water mills) into electric current. The machine has one input and one output.
Input side:
Output side:
To use, the axle from mechanical power goes into the input side, and as long as there is mechanical power been generated, a current of 2 EU goes out through the output side. You can also open the dynamo's inventory and place batteries to recharge, like a regular coal generator.
Since this is quite a heavy mechanical machine, it is impossible to rotate it, so place it carefully. The machine will always be placed with the INPUT side facing the player. Also, break it with a stone pick or better to retrieve.
Recipe: To make a dynamo you will need three BTW gears, one BTW Gear Box, one IC² Generator and two IC² insulated copper cables.
[spoiler][/spoiler]
[/spoiler]
Motor - What is it?
[spoiler]
This machine converts electrical current into mechanical power. The machine has only one electrical input, and five mechanical outputs.
To use, you must use a current of 128 EU on the input side. The machine needs medium voltage because you can distribute the mechanical power with gearboxes indefinitely.
If a lower current is applied, the machine will try to convert the energy, but it will not be able to. That means a lower current will be consumed but the machine will not create mechanical power, and the current will be wasted. So make sure you apply only the necessary current.
If you apply high voltage or greater on the input side, the machine will explode, so be careful, remember to use transformers.
You can turn off the machine with a redstone current. In this state the machine will not generate mechanical power, and will not consume electrical energy.
Since this is quite a heavy mechanical machine, it is impossible to rotate it, so place it carefully. The machine will always be placed with the INPUT side facing the player. Also, break it with a stone pick or better to retrieve.
Recipe: To make a motor, first you need to make five soulsteel gears. The recipe for the soulsteel gear needs one BTW gear and 4 soulforged steel bars.
[spoiler][/spoiler]
To make a motor, you will need five soulsteel gears, one dynamo and one gold cable.
[spoiler][/spoiler]
[/spoiler]
INSTALLATION
To install this mod, you MUST first have Better than Wolves mod v3.0 and IC² v1.23 correctly installed.
See links for those mods and their instructions bellow.
Installation instructions inside the "Readme.txt" file.
To solve ID conflict issues, read the "Readme.txt" file inside the mod archive.
Better than Wolves Links:
Forum
Wiki
IndustrialCraft²:
Website/Forum
Screenshots:
Videos:
[spoiler]
Video by Oxygene13
Video by Zodiak69
[/spoiler]
CURRENT VERSION - 1.36 - requires MC 1.8.1 - BTW v3.0 - IC² v1.23: http://dl.dropbox.com/u/7930336/Dynamo-BTW-IC%C2%B2-Addon-v1.36.zip
OLD VERSIONS
[spoiler]
Dynamo v1.34 - requires MC 1.8.1 - BTW v2.99 - IC² v1.23: http://dl.dropbox.com/u/7930336/Dynamo-BTW-IC%C2%B2-Addon-v1.34.zip
Dynamo v1.33 - requires MC 1.8.1 - BTW v2.98 - IC² v1.23: http://dl.dropbox.com/u/7930336/Dynamo-BTW-IC%C2%B2-Addon-v1.33.zip
Dynamo v1.32 - requires MC 1.8.1 - BTW v2.98 - IC² v1.15: http://dl.dropbox.com/u/7930336/Dynamo-BTW-IC%C2%B2-Addon-v1.32.rar
Dynamo v1.21 - requires MC 1.8.1 - BTW v2.96 - IC² v1.15: http://dl.dropbox.com/u/7930336/Dynamo-BTW-IC%C2%B2-Addon-v1.21.rar
Dynamo v1.2 - requires MC 1.8.1 - BTW v2.95 - IC² v1.15: http://dl.dropbox.com/u/7930336/Dynamo-BTW-IC%C2%B2-Addon-v1.2.rar
Dynamo v1.0 - requires MC 1.7.3 - BTW v2.94 - IC² v1.0: http://dl.dropbox.com/u/7930336/Dynamo-BTW-IC%C2%B2-Addon-v1.0.zip
[spoiler]
Permissions[spoiler]Just wanted to leave a note here to say that I got permission from FlowerChild and from Alblaka to make this addon and post it on this forum.
[/spoiler]
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
- FlowerChild
- Registered Member
-
Member for 13 years, 2 months, and 2 days
Last active Wed, Jun, 16 2021 20:45:17
- 10 Followers
- 7,791 Total Posts
- 3593 Thanks
-
21
jorgebonafe posted a message on [1.8.1]Dynamo 1.36 - Better than Wolves/IndustrialCraft² AddonPosted in: Minecraft Mods -
4
a531 posted a message on Better Than Wolves Total Conversion!Posted in: Minecraft ModsQuote from Union
I know how to config. the ID Manually.. that's what I did originally when I did my MCForge video showcasing this, and other mods, working together... So no, I'm not dependent on some 'stupid program' like you would think...
Reason I'm asking is due to the fact that Flowerchild just made compatibility with other mods worse by disallowing it. Which, tbh, goes against the whole 'joining the Forge Team' because now he's saying 'play my mod alone or else' at this point due to these incompatibility errors. Quite honestly, if he thinks his mod is so good, why is he piggybacking on an API he doesn't take advantage of?
man, can't believe all the posts on this. Just don't use this mod then. If you don't like something just let it go.
FC is kind enough to share his work with the Minecraft community, you and all of us should be thankful for that, even if you don't agree on everything. -
1
Sealhunter posted a message on Better Than Wolves Total Conversion!What the hell are you even talking about? (Patt)Posted in: Minecraft Mods -
3
MCFUser427462 posted a message on Better Than Wolves Total Conversion!Posted in: Minecraft ModsQuote from N3RO5
can someone point me in direction of the legal documentation stating that modders have any rights concerning the free distribution of their mods because it seems that its just a polite thing to do when it comes to asking for permission to use mods in mod packs so it puzzules me to see everyone get all angry when the yogcast posted the video shouldent you expect it.
the mojang/minecraft website
and there angry because they posted it, full knowing it was against the wishes of the modders, and in breach of copyright(though i know that means F*** all to most people). The mods involved have 100's of hours of time and effort put into each one im sure, as you say for free, all they ask is that you respect that huge time and effort.
hell some of the modders seriously considered leaving modding all together, and some have stated that if it happens again they will leave, so who profits in the end. all because some people are to jealous that someone else gave up 100's of hours for free to make a mod that they cant/wont make themselves, and then complain that when they want to take it away from the modder he gets defensive of his/her creation.
as i do consulting work in my free time i can say some mods also represent alot of lost money. say BTW took 100 hours to make, multiply 100 hours by minimum wage = alot of money they could of possibly made insted. as they say time is money, and they are giving up huge amount of time, effort and possible income and just asking people to respect there decisions, that not much to ask in return.
and contrary to what the author of the modpack said, modders do not mod to get popular/noticed, they do it because its fun, if you take away the fun they will stop modding, simple as that
personally, even if they had no legal copyright, which they do, i would still respect this time and effort and live with the decisions they make. But some people are to childish/immature to do that i suppose, and the legitimate uses face loosing the mods all together because of acts like this
this is not ment to be a personal attack on anyone, just that i was in a simmiller position in real life and know how they feal. As i said, its the fact they knew it was not legitimate (and they definitely did know) but did it anyway, and then link the DL in the video as well that has got people so annoyed with the yogscast.
EDIT:
Flowerchild, thank you for the huge amount of time and effort you invested in making this awesome mod, it has given me a huge amount of enjoyment. I will respect however you chose to continue with BTW and would like to say keep up the awesome work, hopefully when this blows over we can look foreword to more great content. -
1
MCFUser427462 posted a message on [API] Minecraft ForgePosted in: Minecraft ModsQuote from Gamestar1313
I have multiple mods installed and, although previously I had no problems, I was playing on one of my saves and I tried mining a stone block with a diamond pick, and Minecraft crashed to the saving chunks screen and I got
Mods loaded: 23
ModLoader Beta 1.7.3
mod_BuildCraftCore 2.1.0
mod_BuildCraftBuilders 2.1.0
mod_BuildCraftEnergy 2.1.0
mod_BuildCraftFactory 2.1.0
mod_BuildCraftTransport 2.1.0
mod_PigbearLaser Laser 1.0
mod_Zeppelin 1.7.3.0.7
mod_Teleporter 1.7.3
mod_PowerConfigurator 0.5
mod_TooManyItems 1.7.2 2011-07-01
mod_WirelessClocker 0.2
mod_WirelessRedstone 1.4
mod_WirelessRemote 0.4
mod_WirelessSniffer 0.5
mod_WirelessTriangulator 0.4
mod_Allocator 1.6.6
mod_ChestTrap 1.6.6
mod_Fan 1.6.6
mod_JumpPad 1.6.6
mod_Pfaeff 1.6.6
mod_RecipeBook Beta 1.7.3
mod_ClayMan Beta 1.7.3
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 41434365 --------
Generated 31/08/11 17:48
Minecraft: Minecraft Beta 1.7.3
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_24, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5570 version 4.1.10524 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NoSuchMethodError: forge.MinecraftForge.canHarvestBlock(Ldq;Luu;)Z
at au.a(ItemPickaxe.java:47)
at iz.b(SourceFile:181)
at forge.ForgeHooks.canHarvestBlock(ForgeHooks.java:55)
at forge.ForgeHooks.blockStrength(ForgeHooks.java:71)
at uu.blockStrength(Block.java:661)
at uu.blockStrength(Block.java:654)
at os.a(PlayerControllerSP.java:65)
at net.minecraft.client.Minecraft.a(SourceFile:1126)
at net.minecraft.client.Minecraft.k(SourceFile:1332)
at net.minecraft.client.Minecraft.run(SourceFile:754)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fd69b0c4 ----------
Quote from kaspermwh
I get the same error, i think maybe its on BTW side, but my chrash report says its MineCraft Forge:
Launching C:\Users\Wyrtz\AppData\Roaming\.minecraft\bin\minecraft.jar java -cp C:\Users\Wyrtz\AppData\Roaming\.minecraft\bin/minecraft.jar;C:\Users\Wyrtz\AppData\Roaming\.minecraft\bin/lwjgl.jar;C:\Users\Wyrtz\AppData\Roaming\.minecraft\bin/lwjgl_util.jar;C:\Users\Wyrtz\AppData\Roaming\.minecraft\bin/jinput.jar; -Djava.library.path=C:\Users\Wyrtz\AppData\Roaming\.minecraft\bin\natives -Xmx768M -Xms512M net.minecraft.client.Minecraft 16 achievements 151 recipes MCPatcherUtils initialized. Directory C:\Users\Wyrtz\AppData\Roaming\.minecraft\. ModLoader Beta 1.7.3 Initializing... PropertyReader v1.20 for Beta 1.6.4 Loaded Overriding /gui/items.png with /mob/BabyAnimals/squegg.png @ 38. 129 left. Overriding /gui/items.png with /mob/BabyAnimals/mpotion.png @ 46. 128 left. Overriding /gui/items.png with /mob/BabyAnimals/shears.png @ 61. 127 left. Overriding /gui/items.png with /mob/BabyAnimals/lasso.png @ 62. 126 left. Overriding /gui/items.png with /mob/BabyAnimals/tameEgg.png @ 91. 125 left. Overriding /terrain.png with /mob/BabyAnimals/hay.png @ 30. 82 left. Mod Loaded: mod_BabyAnimals mod_BabyAnimals version 1.7.3 Mod Loaded: mod_ElementalCreepers 1.7.3 Overriding /gui/items.png with /mob/horsesaddle.png @ 101. 124 left. Overriding /gui/items.png with /mob/haystack.png @ 102. 123 left. Overriding /gui/items.png with /mob/sugarlump.png @ 105. 122 left. Overriding /gui/items.png with /mob/sharkteeth.png @ 106. 121 left. Overriding /gui/items.png with /mob/sharkegg.png @ 107. 120 left. Overriding /gui/items.png with /mob/fishyegg.png @ 108. 119 left. Overriding /gui/items.png with /mob/bigcatclaw.png @ 109. 118 left. Overriding /gui/items.png with /mob/whip.png @ 117. 117 left. Overriding /gui/items.png with /mob/medallion.png @ 118. 116 left. Overriding /gui/items.png with /mob/bedkitty.png @ 119. 115 left. Overriding /gui/items.png with /mob/boxlitter.png @ 120. 114 left. Overriding /gui/items.png with /mob/woolball.png @ 121. 113 left. Overriding /gui/items.png with /mob/rope.png @ 122. 112 left. Overriding /gui/items.png with /mob/petfood.png @ 123. 111 left. Mod Loaded: mod_mocreatures v2.12.1 (MC 1.7_3) Mod Loaded: mod_RedPowerArray 1.7.1 Mod Loaded: mod_RedPowerCore 1.7.1 Mod Loaded: mod_RedPowerLighting 1.7.1 Mod Loaded: mod_RedPowerLogic 1.7.1 Mod Loaded: mod_RedPowerWiring 1.7.1 Mod Loaded: mod_Timber r2 (for b1.7.2) Mod Loaded: mod_TooManyItems 1.7.2 2011-07-01 CONFLICT @ -10 CONFLICT @ -19 CONFLICT @ -4 CONFLICT @ -1 CONFLICT @ -2 Mod Loaded: mod_FCBetterThanWolves 2.93 Done. ModLoaderMP Beta 1.7.3 unofficial Initialized MinecraftForge V1.0.6 Initialized WARNING: Found unknown Windows version: Windows 7 Attempting to use default windows plug-in. Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin Failed to initialize device Ikari Laser because of: java.io.IOException: Failed to acquire device (8007001e) Failed to initialize device Ikari Laser because of: java.io.IOException: Failed to acquire device (8007001e) Starting up SoundSystem... Initializing LWJGL OpenAL (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org) OpenAL initialized. java.lang.NoSuchMethodError: forge.MinecraftForge.canHarvestBlock(Ldq;Luu;)Z at au.a(ItemPickaxe.java:47) at iz.b(SourceFile:181) at forge.ForgeHooks.canHarvestBlock(ForgeHooks.java:55) at forge.ForgeHooks.blockStrength(ForgeHooks.java:71) at uu.blockStrength(Block.java:661) at uu.blockStrength(Block.java:654) at os.a(PlayerControllerSP.java:65) at net.minecraft.client.Minecraft.a(SourceFile:1126) at net.minecraft.client.Minecraft.k(SourceFile:1332) at net.minecraft.client.Minecraft.run(SourceFile:754) at java.lang.Thread.run(Unknown Source) Stopping! SoundSystem shutting down... Author: Paul Lamb, www.paulscode.com
Quote from maxsi
ok i oly have the forge and BTW istaled, every time i try to break anyting with a pickaxe(a iron one) the game go to the Saving Chunks and then black screen....
not sure if is a forge bug or a BTW bug but in any case....
and no error in the modloader log
You all most likely just tryed to put 1.05/1.06 on top of 1.04/1.05
this does not work as forge uses different classes between these updates
you need to install 1.06 on a fresh jar -
2
TyberAlyx posted a message on Better Than Wolves Total Conversion!Posted in: Minecraft ModsQuote from Sub4Ime
If anyone could help with that they would get a +rep too iv'e been trying to get this to work for days and I'm starting to feel the urge to give up it is really annoying :dry.gif:
Try this, install Modloader FIRST then Run the game and generate a world. Next is install Forge. Run it again with the generated world. After that install BTW, run it for the last time. If the saving chunks happen again, tell us at what part you have an issue in.
This problem could not be addressed by the modloader text file, even if they post it, no error could be given, because minecraft have been loaded successfully. I could assure you it is not BTW that has problems but the computer itself. I also have problems transferring my file to another of my computer, even if I copied the exact folder where all the contents minecraft are (the .minecraft folder in /roaming), the saving chunks happen on that computer.
May I ask if your computer runs a Windows x86 (32bit) or a Windows x64(64 bit). Cause there could be issues if you downloaded the wrong JDK cause there is a difference between those two.
This mod is great to give up on, even if you have a vanilla minecraft with BTW, your experience with it will be complete and progressive. It is worth to try.
Quote from Vastrolorde
does this mod work together with mo creatures, elemental creepers and mystic ruins.
It should. I tried mo's and mystic ruins and it works. Take note that the ruins in the mystic mod pack is the only one that is so far compatible with forge. To check elemental creepers if it works before installing it, the best way is to look at the class files that usually has 2 letters as name (example is gs.class,iw.class, etc.) and compare it to the class files of forge AND BTW(cause BTW modifies class files as well) and check if there are classes that share the same name. If there is, issues could occur, and it is best not to install them or at least, back up your minecraft.jar file before installing them. -
58
scokeev9 posted a message on Modding Without Using Terrain SpritesCreating a mod that does not use terrain spritesPosted in: Tutorials
(Check out my ItemSprite API! This will remove the problems with large numbers of items with a very simple method! Here's the link: http://goo.gl/EugJ1 )
Important!
I suggest only using this method on blocks that are NOT found in the world as often as something like dirt, stone, grass, or anything else that has many blocks that are rendered in abundance, as this may cause minor to severe lag depending on the quantity. About 3 times a second, in PremiumWood, the premwood.png (texture sheet) is binded, and then the normal terrain.png is rebinded. A test in NetherCraft revealed this issue, as having simply the Netherdirt render using this method caused my fps to drop by about 30. You have been warned!
Lastly, this method has not been tested when using 3 or more mods that all use this method. If anyone would like to try this out, you may install PremiumWood, BuildCraft, and Connected Textures Mod, then place a large amount of a block from each mod and see how you're fps is doing. Please PM me if you find anything important or significant about this combination. Thank you!
It is a very simple task to create a block without using ModLoader's AddOverride method. You can override two methods found in BaseMod: RenderInvBlock, and RenderWorldBlock. You can use these methods to 'bind' a new texture that is similar to the existing terrain.png file. Some large mods have used this same method: PremiumWood (made by me), Connected Textures Mod (CTM for short, made by Morpheus(?)) and BuildCraft (by SpaceToad). This tutorial will show you how.
Prerequisites
1. Understand Java
2. Understand how to create mods for Minecraft
3. Use MCP (I will make a tutorial for non-MCP users if requested enough)
Getting Started
First, simply open up your 'mod_YourMod' file that you've been working on.
You'll want to insert this code somewhere in this file:
public void RenderInvBlock(RenderBlocks renderblocks, Block block, int i, int j) { if(j == renderID) { RenderEngine renderengine = ModLoader.getMinecraftInstance().renderEngine; Tessellator tessellator = Tessellator.instance; renderengine.bindTexture(renderengine.getTexture("/yourDir/terrain-type-file.png")); block.setBlockBoundsForItemRender(); GL11.glTranslatef(-0.5F, -0.5F, -0.5F); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, -1F, 0.0F); renderblocks.renderBottomFace(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSideAndMetadata(0, i)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F, 0.0F); renderblocks.renderTopFace(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSideAndMetadata(1, i)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, -1F); renderblocks.renderEastFace(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSideAndMetadata(2, i)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, 1.0F); renderblocks.renderWestFace(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSideAndMetadata(3, i)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(-1F, 0.0F, 0.0F); renderblocks.renderNorthFace(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSideAndMetadata(4, i)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(1.0F, 0.0F, 0.0F); renderblocks.renderSouthFace(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSideAndMetadata(5, i)); tessellator.draw(); GL11.glTranslatef(0.5F, 0.5F, 0.5F); renderengine.bindTexture(renderengine.getTexture("/terrain.png")); } } public boolean RenderWorldBlock(RenderBlocks renderblocks, IBlockAccess iblockaccess, int i, int j, int k, Block block, int l) { if(l != renderID) { return false; } RenderEngine renderengine = ModLoader.getMinecraftInstance().renderEngine; Tessellator.instance.draw(); Tessellator.instance.startDrawingQuads(); renderengine.bindTexture(renderengine.getTexture("/yourDir/terrain-type-file.png")); RenderBlocks.cfgGrassFix = false; boolean bool = false; if(l == renderID) { bool = renderblocks.renderStandardBlock(block, i, j, k); } RenderBlocks.cfgGrassFix = true; Tessellator.instance.draw(); Tessellator.instance.startDrawingQuads(); renderengine.bindTexture(renderengine.getTexture("/terrain.png")); return bool; }
Above, you need to ensure that you change all strings of "/yourDir/terrain-type-file.png" to your image file (image must be 256x256 for standard graphics). Also, this method of rendering will not work for custom block models unless you change all instances of 'RenderBlocks.renderStandardBlock' to your rendering method (or replace these lines with your rendering code). You can also set up additional variables that will call a different method from RenderBlocks. For example, in PremiumWood, doors are rendered using this method. A second renderID variable is created, then in RenderWorldBlock, an 'if' statement is used to check the renderID of a block and RenderBlocks.renderBlockDoor is called instead. This can be done with any blocks, but certain things may need changing if this is done. Hopefully you can figure it out yourself.
You will also need to declare the variable 'renderID' somewhere.
renderID = ModLoader.getUniqueBlockModelID(this, true);
The above code will return an integer that will be used in the 'getRenderType()' method of your block file.
And, of course, don't forget to initialize your integer first:
public static int renderID;
Next, you need to be sure your block file will use this rendering integer. Inside your block class file, you'll want 'getRenderType()' to return your custom render ID, which will be 'mod_YourMod.renderID'.
Last, but not least, you need to import net.minecraft.client.Minecraft and org.lwjgl.opengl.GL11 to your mod_YourMod class file.
That's everything! Hope this helps!
If you feel I've left out some important information, be sure to post a reply or PM me. Thanks! - To post a comment, please login.
1
Errrr...I don't even have a vague idea how that could even happen.
So no, I wouldn't consider it cheating. That's an exceedingly strange occurrence, I've never heard anything like it in the close to 3 years the BD has been around, so yeah...do what you got to do to correct it
4
So sorry for the delay on your free software
I'd say the exact opposite actually, especially right now.
5
Poor squid
I'll have to work on that behavior some more then. I feel like I let the poor thing down.
If you hadn't killed it, you know it would have taken you to the aqua-dimension right? Where you could have frolicked amongst the sea horses and come back with a bountiful haul of treasure?
2
I think everyone can agree that if you make iron tools you should use them, but if you're carrying around something like an iron hoe or surplus iron with you while caving, it's probably best to consider leaving it at home.
1
Nah, I added it. Vanilla is rather light on sounds in general. There's quite a few I've added in for various events, boat crashing included
I think I did that when I was working on squid as boat crashing became a bit more prominent and it felt weird that it was so silent.
1
Since that would mean improving them in ways that doesn't make them more lethal, or involve compacting them into geometrically pleasing shapes...no
I've toyed with the idea of disabling their teleporting in the past, but then they'd need decent pathfinding. It's a whole can of worms I'd prefer not to open.
1
I don't much like invisibility potions, and find them rather overpowered, so if I do anything with them, it will likely just be to remove them.
But yeah, making them MORE powerful like you're suggesting is definitely not on my todo list
3
Version 4.89PHILLIP of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added Hardcore Brewing. This is comprised of a number of small changes to the potion brewing system detailed below, to hopefully better balance it relative to the rest of the mod's content, and to up the value of various mob drops, while reducing the prominence of the whole "golden vegetable" bit. As a general heads up though: don't make any assumptions about how to brew potions or their effects and make sure to read the below changes, as it's rather different from vanilla Minecraft now.
-Added recipe to convert planks straight into Shafts with a single block for convenience, particularly in the early game.
-Added the "Mysterious Gland" as a new semi-rare drop to squid which is used in the brewing of healing potions, instead of glistening melons.
-Changed fermented spider eyes to "Venom Sacks", and removed the ability to craft them. They are now a semi-rare drop from jungle spiders, and are used in the same way as fermented eyes used to be within potion brewing.
-Changed the Grate and Wicker recipes to require 9 Shafts or sugar cane in a full crafting grid rather than the previous 4 for balance, particularly in the early game where they were being used by some players for excessively cheap barricades and windows.
-Changed night vision potions to be created with spider eyes rather than golden carrots.
-Changed (reduced) the drop rate of spider eyes to be a semi-rare drop to fit their new role in potion brewing.
-Changed poison potions to be created with red mushrooms rather than spider eyes.
-Changed the visual effect on night vision potions both to look cooler in terms of having interesting visual effects depending on circumstance, and so that you can now distinguish between areas in light and darkness with it active, as there were some rather severe disadvantages previously to using it as you couldn't really tell which areas were in darkness, and thus where monsters could spawn.
-Changed Creeper Oysters to brew splash potions rather than gunpowder to open up the possibility of using offensive potions earlier in the game.
-Changed Brimstone to be used to increase the potency of potions rather than glowstone dust to create more of a progression to when you gain access to more powerful potions.
-Changed the recipe for maps to have a Soul Urn in the top and bottom middle crafting slots instead of paper (it is unchanged otherwise with paper on the sides and a compass in the middle). This was done both to better explain the "magic GPS" aspect of maps, so that they can't be relied on for navigation in the early game, and so that they fill the role more of an advanced navigation tool in the overall tech progression. All told, hopefully they will feel a little less cheaty now, and more like a legitimate gameplay feature.
-Changed jungle saplings so that 4 of them next to each other will only grow into huge jungle trees if all 4 are fully grown.
-Removed the spider eye drop from jungle and cave spiders. They are now exclusive to regular giant spiders. In combination with the venom sack change above, this gives a distinct role to the different spider types, and a specific reason to farm Jungle Spiders.
-Removed the whole "healing potions hurt undead, harming potions heal them" thing from the game, as it was just hurting potion brewing overall as a system. The problem was that it turned healing potions into a "swiss army knife" where they would both help you and hurt a good portion of the mobs in the game, including the wither, which is probably the fight where you most want potions. Meanwhile, it relegated harming potions to pretty much never being used as a result (except in PvP) due to their tendency to both hurt you and help mobs. Short version: all potions now effect undead the same way they effect other mobs.
-Removed spider immunity to poison potions for similar reasons (this applies to all spider types). Minecraft just doesn't have enough mob types to justify these kinds of rules for potion use against them. This isn't a classic RPG with over a hundred mobs or something that can support these kind of special case rules for potion use, without drastically decreasing their effectiveness to the point of being useless. If potions are only effective some of the time, players likely just won't bother with them, and certainly won't keep them in their hot bar.
-Removed the ability to craft Blight into Nether Groth as it never really suited its intent as a nasty side-effect of the player's actions rather than something you'd want to intentionally create. Mycellium is thus the only way to create it once again, but an alternate method will be coming soon in an upcoming release.
-Fixed a problem with sapling growth where they would revert to the smallest size on occasion if growing in tight spaces.
Enjoy!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
2
What I would recommend however, is digging in a straight line along the top of the 2nd strata layer, and listening for mob and water sounds to help find a cave. This is also a useful technique at the 3rd strata layer once you have an iron pick in order to find a way down into the bottom one via caves to grab your first diamonds.
Ravines are rather hazardous, particularly due to mobs being able to drop on you from above out of nowhere. If you make sure to go in and out while it's still daylight, then it might be worth the risk, but I wouldn't recommend staying down there at night. Cave systems tend to be much easier to control.
2
That never gets old