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    posted a message on [1.4.7] InfiCraft - Updated 2013.2.17
    I just have one question, I'm using Orizon for Minecraft 1.2.5, and I was wondering do the ore chunks you get from the protocrusher do anything?
    Posted in: Minecraft Mods
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    posted a message on [Idea] Dungeons and Dragons Adventure Map
    Well I wasn't thinking of making it one huge world, I was thinking of making a certain size shape of bedrock so that the DM can build and create a world inside it anyway they would like, then also use the command central to view the players and "effect the story".
    Posted in: Maps
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    posted a message on [Idea] Dungeons and Dragons Adventure Map
    I came up with this idea to create a dungeons and dragons adventure map that consists of one bedrock cube with an open sky view (for day and night effects) and a DM viewing station/command central that has a full view of the area and is complete with commands to change night and day, etc.

    I'm posting this idea to see if it would be worth building and maybe discuss further improvements to the idea.
    Posted in: Maps
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    posted a message on [1.2.5] Good Survival Seed
    Quote from CM1

    No seed?

    Quote from Crawfish

    ...You should probably list the... uh, you know... seed. <_>



    oh wow... I even had it copied, i just forgot to paste it >.<
    Posted in: Seeds
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    posted a message on [1.2.5] Good Survival Seed
    This is a great island seed that gives you everything you need to survive. It starts with one tree and 11 (i think) sugar cane.

    SEED: -8997100232103744690.
    Since... you know... it's important :P



    Ignore the already built buildings, those are man-made.
    Posted in: Seeds
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    posted a message on [WIP] The Precursor -- I'm Back after 2 Years!
    Quote from Muserae

    Competition is always good :)


    It allows a person to push themselves to be better. In the worst cause it will just make me thrive for my mod to be better ;D
    Posted in: WIP Mods
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    posted a message on [WIP] The Precursor -- I'm Back after 2 Years!
    Oh man, i'm coding for an RPG mod >.< Haha, this sounds great though, you are a lot farther developed than me :P
    Posted in: WIP Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    What do you use to power the machines? I looked everywhere and it doesn't say anything specific.
    Posted in: Minecraft Mods
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    posted a message on [ModLoader][6/2/2012][1.2.5] Key bindings Tutorial
    I'm sorry about the capital letter, I was typing it free hand and i didn't realize i did that.
    Posted in: Tutorials
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    posted a message on [ModLoader][6/2/2012][1.2.5] Key bindings Tutorial
    This is my FIRST tutorial so i hope that it is appropriately laid out.

    We will be only creating one file, mod_NameHere. This will create a mod with a key bind without editing any base files.

    To start off, we add the package and imports at the top of the mod_NameHere file:

    package net.minecraft.src;
    
    
    import net.minecraft.client.Minecraft;


    The package is standard and The import is to allow the editing of the Minecraft client because you will be editing the menus.

    Next, we will be creating the area in which the mods content will exist, everything that makes the mod work:

    public class mod_NameHere extends BaseMod
    {
    
    
    }


    Anything after this point is within the brackets.

    Anywhere "mod_NameHere" exists can be changed to whatever you named this file, "mod_*" isn't necessary but it is good practice. This extends BaseMod so that it works with ModLoader.

    Information that the Minecraft client sees is next:

    private KeyBinding KeyNameHere = new KeyBinding("KeyNameHere", 37);
    private boolean BooleanName;


    The first part of that code sets the Key to the Letter "K" (37 = K, 38 = L, etc. 1-9 = 1-9). The boolean (true or false variable) is used to determine the status of the key bind.

    To start the backbone of our key bind mod we add:

    public mod_NameHere()
    {
    	ModLoader.registerKey(this, this.KeyNameHere, false);
    	ModLoader.addLocalization("KeyNameHere", "KeyNameHere");
    	ModLoader.setInGameHook(this, true, false);
    }


    This is the initial code of your mod that will be ran by your Minecraft Client. ModLoader.registerKey registers the name of your key bind (this can be anything you want, it is just what the minecraft software calls your key bind). KeyNameHere is what the Minecraft software will call your key bind, make this something relevant to the action (ex. RenderFog, or QuickZoom). "false" is what state the key press is initially in.

    Next is a function that will make a boolean switch from true or false when the key is pressed.

    public void keyboardEvent(KeyBinding event)
    {
    if (event == this.KeyNameHere)
    {
    	BooleanName = !BooleanName;
    }
    }


    Next is the code that tells the Minecraft software what happens when your key bind is pressed.

    public boolean OnTickInGame(Minecraft minecraft)
    {
    if(BooleanName)
    {
    	//Insert here what you want your keybinding to do.
    }
    return true;
    }


    If it is a true or false setting change "if(BooleanName)" to "if(BooleanName == true)"

    Putting "BooleanName = !BooleanName;" at the end will turn the setting off after running through the code.

    Last but not least is the version indicator of your mod:

    public String getVersion()
    {
    return ".........";
    }


    Anything can be placed with the parenthesis, this is what will be shown in the error reports if the game crashes.

    That's it, anything i inappropriately explained or didn't explain thoroughly enough can be pointed out in a comment. I would love criticism of any kind. Thank you for listening :)

    Things Edited:
    BooleanName
    KeyNameHere
    mod_NameHere

    at "ModLoader.addLocalization("KeyNameHere", "KeyNameHere")" it isn't necessary for both KeyNameHeres to be the same, the second one is what is shown in the options menu.
    Posted in: Tutorials
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    posted a message on New Keybinding [SOLVED]
    I want to add a key bind in my mod i am creating but i do not know how to add a new keybinding to my block. I was wondering if anyone knew how to create a keybinding like Equivalent Exchange has for some of the items.

    I figured it out on my own. It's actually rather simple.
    Posted in: Modification Development
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    posted a message on [1.2.3 SSP][1.2.3 SMP] Two Paths Ore Pack
    Those ideas are great :) I will definitely keep them on my computer as ideas and i will mess around with them.
    Posted in: Minecraft Mods
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    posted a message on [1.2.3 SSP][1.2.3 SMP] Two Paths Ore Pack
    Wow sigma, that idea sounds great! You mind if i implemented that with the new Dimension? (still need to figure out the coding though, college is so intrusive.)
    Posted in: Minecraft Mods
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    posted a message on [1.2.3 SSP][1.2.3 SMP] Two Paths Ore Pack
    Quote from XP_Ninjy

    Actually not everyone needs to have an account you just need to copy the public link and put it in your post and when someone clicks on it it gives the option of downloading/opening the file.(modloader, audiomod, recipe book, ect.) Risugami's mods uses dropbox!
    you can also download your files to another computer just go to the dropbox website and sign in then all your files will be in there where you can download/upload them you can get more free space by doing a little bit of stuff like reffering people and stuff. If you have it downloaded with your account you can access them strait from the folder in your computer.

    if you need to put a realy big file up to download then use mediafire!



    Okay, i will look more into it :P i didn't spend alot of time really looking into it.


    Quote from Sigma_Phi

    Hmm, I'm genuinely curious as to where this is going. "Choose your path" kind of implies that you'll want to align to one ore or the other, but for what purpose?
    I will keep an eye on this, could be interesting.


    I am trying to add a lot more content so that you will have to align to one or the other. But that will be coming in feature content.



    @All, sorry about the long break, I've been getting ready for my wedding that's tomorrow, i plan on doing some modding in the upcoming weeks.
    Posted in: Minecraft Mods
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    posted a message on The next poster is ...
    Already seen it.

    The next poster never mods Minecraft.
    Posted in: Forum Games
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