• 0

    posted a message on eZpvp Kits -> Custom Kit Server -> Many Players [NOW ON 1.4]
    IGN: tiddler17
    I love EZPVP because there are parkours that players have built which I enjoy. I also love the credit system that you use to to get kits. But most of all, it's a great server and it isn't overcrowded.
    Posted in: PC Servers
  • 0

    posted a message on List of dimension mods
    There's a massive list of dimension mods on the page for Pudelhund's Dimension API.
    Posted in: Mods Discussion
  • 0

    posted a message on RPG Mod Development
    I'm assuming you don't know how to post images online. You need to upload to Photobucket, Imgur or similar and then give us the link to there. We can't see any of the things you're trying to show us right now. ;)
    Posted in: Modification Development
  • 0

    posted a message on Adding Tree, Crafting Sapling (ModLoader)
    I mildly remember something like this happening to me when I was trying to code a torch or similar. I think you have to have an item that spawns the block, because otherwise blocks with different renders don't work correctly in the inventory.
    Posted in: Modification Development
  • 0

    posted a message on More Than Magic Mod/ Ecoho Mod [V.1.1] [MCV1.2.5]
    Quote from MadlySavage

    Thanks man! I'm sorry i havn't added much to the mod so far, im going to go crazy, with...more than magic. with robots, vampires even maybe... lul...maybe even robot mages! thanks so much and i really have alot planned :D

    Are robot mages even possible? Anyway, you should probably add screenshots and/or videos to the main post. Sure there is one screenshot but you know what I mean ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on What was your best trollface moment on a server?
    Just pointing out: this is a trolling thread not a griefing thread.

    Ok, my best troll moment was on my friends's server. I stripped all the leaves off of the trees near the spawn when everyone else was online. Me later:"No, I wonder who did it?" All you could see was floating piles of wood XD
    Posted in: Survival Mode
  • 0

    posted a message on New Torch - Minor Error
    Not sure if this is what you were looking for, or if it is outdated or not but here is my torch code for 1.1:
    // Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
    // Jad home page: http://www.kpdus.com/jad.html
    // Decompiler options: packimports(3) braces deadcode fieldsfirst
    package net.minecraft.src;
    import java.util.Random;
    import net.minecraft.src.forge.*;
    // Referenced classes of package net.minecraft.src:
    //			Block, Material, World, AxisAlignedBB,
    //			Vec3D, MovingObjectPosition
    public class BlockArcaneTorch extends Block implements ITextureProvider
    {
    	protected BlockArcaneTorch(int i, int j)
    	{
    		super(i, j, Material.circuits);
    		setTickOnLoad(true);
    	}
    	public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int i, int j, int k)
    	{
    		return null;
    	}
    	public boolean isOpaqueCube()
    	{
    		return false;
    	}
    	public boolean renderAsNormalBlock()
    	{
    		return false;
    	}
    	public int getRenderType()
    	{
    		return 2;
    	}
    	private boolean func_31032_h(World world, int i, int j, int k)
    	{
    		if(world.func_41082_b(i, j, k, true))
    		{
    			return true;
    		} else
    		{
    			int l = world.getBlockId(i, j, k);
    			return l == Block.fence.blockID || l == Block.netherFence.blockID;
    		}
    	}
    	public boolean canPlaceBlockAt(World world, int i, int j, int k)
    	{
    		if(world.func_41082_b(i - 1, j, k, true))
    		{
    			return true;
    		}
    		if(world.func_41082_b(i + 1, j, k, true))
    		{
    			return true;
    		}
    		if(world.func_41082_b(i, j, k - 1, true))
    		{
    			return true;
    		}
    		if(world.func_41082_b(i, j, k + 1, true))
    		{
    			return true;
    		}
    		return func_31032_h(world, i, j - 1, k);
    	}
    	public void onBlockPlaced(World world, int i, int j, int k, int l)
    	{
    		int i1 = world.getBlockMetadata(i, j, k);
    		if(l == 1 && func_31032_h(world, i, j - 1, k))
    		{
    			i1 = 5;
    		}
    		if(l == 2 && world.func_41082_b(i, j, k + 1, true))
    		{
    			i1 = 4;
    		}
    		if(l == 3 && world.func_41082_b(i, j, k - 1, true))
    		{
    			i1 = 3;
    		}
    		if(l == 4 && world.func_41082_b(i + 1, j, k, true))
    		{
    			i1 = 2;
    		}
    		if(l == 5 && world.func_41082_b(i - 1, j, k, true))
    		{
    			i1 = 1;
    		}
    		world.setBlockMetadataWithNotify(i, j, k, i1);
    	}
    	public void updateTick(World world, int i, int j, int k, Random random)
    	{
    		super.updateTick(world, i, j, k, random);
    		if(world.getBlockMetadata(i, j, k) == 0)
    		{
    			onBlockAdded(world, i, j, k);
    		}
    	}
    	public void onBlockAdded(World world, int i, int j, int k)
    	{
    		if(world.func_41082_b(i - 1, j, k, true))
    		{
    			world.setBlockMetadataWithNotify(i, j, k, 1);
    		} else
    		if(world.func_41082_b(i + 1, j, k, true))
    		{
    			world.setBlockMetadataWithNotify(i, j, k, 2);
    		} else
    		if(world.func_41082_b(i, j, k - 1, true))
    		{
    			world.setBlockMetadataWithNotify(i, j, k, 3);
    		} else
    		if(world.func_41082_b(i, j, k + 1, true))
    		{
    			world.setBlockMetadataWithNotify(i, j, k, 4);
    		} else
    		if(func_31032_h(world, i, j - 1, k))
    		{
    			world.setBlockMetadataWithNotify(i, j, k, 5);
    		}
    		dropTorchIfCantStay(world, i, j, k);
    	}
    	public void onNeighborBlockChange(World world, int i, int j, int k, int l)
    	{
    		if(dropTorchIfCantStay(world, i, j, k))
    		{
    			int i1 = world.getBlockMetadata(i, j, k);
    			boolean flag = false;
    			if(!world.func_41082_b(i - 1, j, k, true) && i1 == 1)
    			{
    				flag = true;
    			}
    			if(!world.func_41082_b(i + 1, j, k, true) && i1 == 2)
    			{
    				flag = true;
    			}
    			if(!world.func_41082_b(i, j, k - 1, true) && i1 == 3)
    			{
    				flag = true;
    			}
    			if(!world.func_41082_b(i, j, k + 1, true) && i1 == 4)
    			{
    				flag = true;
    			}
    			if(!func_31032_h(world, i, j - 1, k) && i1 == 5)
    			{
    				flag = true;
    			}
    			if(flag)
    			{
    				dropBlockAsItem(world, i, j, k, world.getBlockMetadata(i, j, k), 0);
    				world.setBlockWithNotify(i, j, k, 0);
    			}
    		}
    	}
    	private boolean dropTorchIfCantStay(World world, int i, int j, int k)
    	{
    		if(!canPlaceBlockAt(world, i, j, k))
    		{
    			if(world.getBlockId(i, j, k) == blockID)
    			{
    				dropBlockAsItem(world, i, j, k, world.getBlockMetadata(i, j, k), 0);
    				world.setBlockWithNotify(i, j, k, 0);
    			}
    			return false;
    		} else
    		{
    			return true;
    		}
    	}
    	public MovingObjectPosition collisionRayTrace(World world, int i, int j, int k, Vec3D vec3d, Vec3D vec3d1)
    	{
    		int l = world.getBlockMetadata(i, j, k) & 7;
    		float f = 0.15F;
    		if(l == 1)
    		{
    			setBlockBounds(0.0F, 0.2F, 0.5F - f, f * 2.0F, 0.8F, 0.5F + f);
    		} else
    		if(l == 2)
    		{
    			setBlockBounds(1.0F - f * 2.0F, 0.2F, 0.5F - f, 1.0F, 0.8F, 0.5F + f);
    		} else
    		if(l == 3)
    		{
    			setBlockBounds(0.5F - f, 0.2F, 0.0F, 0.5F + f, 0.8F, f * 2.0F);
    		} else
    		if(l == 4)
    		{
    			setBlockBounds(0.5F - f, 0.2F, 1.0F - f * 2.0F, 0.5F + f, 0.8F, 1.0F);
    		} else
    		{
    			float f1 = 0.1F;
    			setBlockBounds(0.5F - f1, 0.0F, 0.5F - f1, 0.5F + f1, 0.6F, 0.5F + f1);
    		}
    		return super.collisionRayTrace(world, i, j, k, vec3d, vec3d1);
    	}
    	public void randomDisplayTick(World world, int i, int j, int k, Random random)
    	{
    		int l = world.getBlockMetadata(i, j, k);
    		double d = (float)i + 0.5F;
    		double d1 = (float)j + 0.7F;
    		double d2 = (float)k + 0.5F;
    		double d3 = 0.2199999988079071D;
    		double d4 = 0.27000001072883606D;
    		if(l == 1)
    		{
    			world.spawnParticle("reddust", d - d4, d1 + d3, d2, 0.0D, 0.0D, 0.0D);
    			world.spawnParticle("splash", d - d4, d1 + d3, d2, 0.0D, 0.0D, 0.0D);
    			world.spawnParticle("portal", d - d4, d1 + d3, d2, 0.0D, 0.0D, 0.0D);
    		} else
    		if(l == 2)
    		{
    			world.spawnParticle("reddust", d + d4, d1 + d3, d2, 0.0D, 0.0D, 0.0D);
    			world.spawnParticle("splash", d + d4, d1 + d3, d2, 0.0D, 0.0D, 0.0D);
    			world.spawnParticle("portal", d + d4, d1 + d3, d2, 0.0D, 0.0D, 0.0D);
    		} else
    		if(l == 3)
    		{
    			world.spawnParticle("reddust", d, d1 + d3, d2 - d4, 0.0D, 0.0D, 0.0D);
    			world.spawnParticle("splash", d, d1 + d3, d2 - d4, 0.0D, 0.0D, 0.0D);
    			world.spawnParticle("portal", d, d1 + d3, d2 - d4, 0.0D, 0.0D, 0.0D);
    		} else
    		if(l == 4)
    		{
    			world.spawnParticle("reddust", d, d1 + d3, d2 + d4, 0.0D, 0.0D, 0.0D);
    			world.spawnParticle("splash", d, d1 + d3, d2 + d4, 0.0D, 0.0D, 0.0D);
    			world.spawnParticle("portal", d, d1 + d3, d2 + d4, 0.0D, 0.0D, 0.0D);
    		} else
    		{
    			world.spawnParticle("reddust", d, d1, d2, 0.0D, 0.0D, 0.0D);
    			world.spawnParticle("splash", d, d1, d2, 0.0D, 0.0D, 0.0D);
    			world.spawnParticle("portal", d, d1, d2, 0.0D, 0.0D, 0.0D);
    		}
    	}
    	public String getTextureFile()
    	{
    		return "/PureMinerals/terrain.png";
    	}
    }


    Some of that was with forge though. :/
    You'll also need to update the functions.
    Posted in: Modification Development
  • 0

    posted a message on [ModLoader][1.2.4]Spaces Tutorials *New Biome Tutorial*
    Never mind, I just changed the obsidian frame to water which gave a nice fountain and stopped the fall damage from killing you ;). Love the tutorials Spaces!
    Posted in: Tutorials
  • 0

    posted a message on Structures sometimes spawn in the air?
    Quote from meeees

    suggestion! learn what a for loop is
    other than that, do a check before it spawns to see if the bottom is on the ground, and if not, then return false i think

    Yeah, for loops will help a lot here.
    Quote from ThePlasticBling

    Hello, I have this code that spawns screwed up pyramids in deserts:

    *LONG CODE*


    The problem with this code is that the structures sometimes spawn in the air. How can I fix this? Thanks!

    I think I know what you mean. You should generate a base underneath the pyramid of a normal block (sandstone) or sand with a normal block underneath.
    Posted in: Modification Development
  • 0

    posted a message on [ModLoader][1.2.4]Spaces Tutorials *New Biome Tutorial*
    I'm trying really hard not to be annoying, but does anyone know how to make it so you spawn in the custom dimension without a nether portal? I checked the Teleporter code but it's ever-so-slightly complicated. Any pointers?

    And yes I was the one person who gave a +1 to the dimension tutorial ;)
    Posted in: Tutorials
  • 0

    posted a message on [1.2.5] Tested The Theory
    Pictures? Video? Also what has the mod name got to do with anything?
    Posted in: Minecraft Mods
  • 0

    posted a message on [ModLoader][1.2.4]Spaces Tutorials *New Biome Tutorial*
    Quote from CynicBound

    How so? The version number?

    Didn't work with 1.2.5. Checked the Dimension Api topic though and someone suggested using MCP for 1.2.4 and then just simply using as a 1.2.5 mod. Will try soon.

    EDIT: Nope, was just MCP I think.
    ItemTutorial is giving an abstract method override error, however, and I'm not quite sure what it wants.

    Never mind, just add this:
    public abstract String getOverlayTextureOverride();

    to ItemTeleporterBase and this:
    public String getOverlayTextureOverride()
    				{
    					return "Trololololol";
    				}

    in ItemTutorial. Haven't tested yet but fixed errors :D

    EDIT AGAIN: ChunkProviderTutorial is giving errors about an outdated function in getPossibleCreatures.
    return null

    I can fix that later :P
    Posted in: Tutorials
  • 0

    posted a message on [1.5_01] Begginers Mob Making Tutorial 1 The Notch Way!
    Quote from Adrianstameski

    Will this work in 1.2.4?
    And how detailed can I get in Techne before they start to lag? anyone have any idea?

    I didn't read the main post but I highly doubt this would work for 1.2.4/5. Also nice job on bumping this thread :P
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader][1.2.4]Spaces Tutorials *New Biome Tutorial*
    Don't know about the others, but the dimension tutorial is outdated :(
    Posted in: Tutorials
  • 0

    posted a message on [1.3.2][SMP|SSP] Pudelhund's Dimension API v1.6.1
    ^ Screw that >: ( Can't manage WorldProvider, ChunkManager or ChunkProvider without errors.
    Posted in: Minecraft Mods
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