• 1

    posted a message on Need Advice on My Channel

    - More editing.

    - Better mic / sound editing.

    Good luck!

    Posted in: Let's Plays Help
  • 2

    posted a message on The dragon alter!, a new, pratical use for your dragon egg that does NOT involve hatching it!

    Altar*. Otherwise, I would say this would be great mod material, but it's not vanilla material.

    No support.

    Posted in: Suggestions
  • 1

    posted a message on Strange lag on a good PC

    You've got to go into your NVidia settings and tell it that you want the javaw.exe that's shipped with Minecraft to run on the NVidia GPU.

    Source: I own an MSI CX61 2PC.

    Posted in: Java Edition Support
  • 3

    posted a message on [1.7.x] Using reflection to modify vanilla values without coremodding!
    Hello folks!

    First up, don't PM me for help about this tutorial, it's what this thread is for. Don't derail though - if you have an unrelated question, PM me.
    That being said, I see quite a few requests on the Modification Development Thread for a way to modify vanilla values to make Gold stronger or give Diamonds less damage. In fact, I've even posted one such request. So, this is a tutorial on my findings. We'll explore Reflection in Java by editing Gold's properties to make it much better, somewhere between Iron and Gold.

    The first thing you want to do whenever you are working on Reflection with a class is to find it's field indexes. A field is the name for a class-wide variable. They have names, and you can get a reference to the field through its name; however, as I found out the hard way, it won't work once you deploy the mod due to obfuscation. So, now down to the actual code, which should be placed in your preInit method:
    (The forum hates me, so this is on pastebin)
    http://pastebin.com/61PnzivG

    Obviously, change ToolMaterial.class to whatever class you are messing with. After typing any of the code in this post, do Ctrl+Shift+O and Ctrl+Shift+F, if you are in Eclipse. What the code does is ask the class to give us a list of every field it defines, whether it be public, protected, private, or other, then prints out that list and tells us the index that each field can be found at. The above code prints out:
    [0] public static final net.minecraft.item.Item$ToolMaterial net.minecraft.item.Item$ToolMaterial.WOOD<br>[1] public static final net.minecraft.item.Item$ToolMaterial net.minecraft.item.Item$ToolMaterial.STONE<br>[2] public static final net.minecraft.item.Item$ToolMaterial net.minecraft.item.Item$ToolMaterial.IRON<br>[3] public static final net.minecraft.item.Item$ToolMaterial net.minecraft.item.Item$ToolMaterial.EMERALD<br>[4] public static final net.minecraft.item.Item$ToolMaterial net.minecraft.item.Item$ToolMaterial.GOLD<br>[5] private final int net.minecraft.item.Item$ToolMaterial.harvestLevel<br>[6] private final int net.minecraft.item.Item$ToolMaterial.maxUses<br>[7] private final float net.minecraft.item.Item$ToolMaterial.efficiencyOnProperMaterial<br>[8] private final float net.minecraft.item.Item$ToolMaterial.damageVsEntity<br>[9] private final int net.minecraft.item.Item$ToolMaterial.enchantability<br>[10] private static final java.lang.String net.minecraft.item.Item$ToolMaterial.__OBFID<br>[11] public net.minecraft.item.Item net.minecraft.item.Item$ToolMaterial.customCraftingMaterial<br>[12] private static final net.minecraft.item.Item$ToolMaterial[] net.minecraft.item.Item$ToolMaterial.$VALUES

    So this tells us that enchantability is at index 9, whereas harvestLevel is at index 5. Remove that chunk of code from preInit now, but copy the output list to Notepad or your local variant for later reference.

    Now, let's mess around with Gold a bit. :SSSS: We'll use ReflectionHelper to change the variables. It can deal with private, protected, and even static or final fields!

    All of the following code will go in preInit.

    Let's boost Gold's harvest level so it can mine diamonds. harvestLevel is found at index 5, and we need a harvestLevel of 2.
    ReflectionHelper.setPrivateValue(ToolMaterial.class, ToolMaterial.GOLD, 2, 5);

    Efficiency on the proper material has to be set for each tool using ItemTool.class, because reasons.
    Durability can be set using the public method setMaxDamage on each tool, no Reflection required.

    Messing with Enchantability seems to break the ability to enchant Golden things, I'll look into this if anyone is interested.
    Damage can be set in a similar way to Durability.

    If anyone needs more help with this, post it here! I'll be glad to help.
    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on Pluto - Harness the Power of Gold



    Huh what now?

    Pluto is a Minecraft mod (duh) that adds only 2 dynamics:


    • Right-clicking with anything golden will automatically enchant it without taking away XP.
    • Golden tools can now mine Diamonds, because it would just stink to have Fortune and not be able to use it for Diamonds.

    Gimme gimme download.

    Alright, here you are (this also works for 1.7.10).

    I take no responsibility for anything that happens to your world, your player, or anything else that happens to break.



    I can haz GIF?

    Ok.



    I am mentally insane and thus care who helped.

    Well, I made it. Ardumedes helped with testing. The idea came from AlexDGr8r's Falling Meteors Mod. And I made it. Did I mention I made it?




    It broke.

    Logs or it didn't happen.
    (If that's your quote tell me, I couldn't find who said it.)
    Seriously though, I need your logs or I can't tell what happened. If it doesn't crash and just glitches, screenies will help.





    Can I make a Let's Play?

    Fo sho, as long as you post it here!
    Please don't swear, use abbreviations for swears, or use "religious" words outside of their proper meaning.




    Ima make a mod pack, can I use this?

    Sure, all I ask is that you let me know. In addition, I reserve all rights to ask you to remove it.



    What's your license?

    Let's say MIT, shall we?


    The MIT License (MIT)

    Copyright (c) 2014 JavaMatrix

    Permission is hereby granted, free of charge, to any person obtaining a copy
    of this software and associated documentation files (the "Software"), to deal
    in the Software without restriction, including without limitation the rights
    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    copies of the Software, and to permit persons to whom the Software is
    furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in
    all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
    THE SOFTWARE.

    Why Pluto?

    Pluto is the Roman god of riches (and death). Midas was taken, and Goldilocks is too cheesy.




    Can you add Feature X?

    Post it here - if I like it, I'll add it. For quick reference, here are some unlikely features:

    • Auto-enchanting of non-Golden items.
    • Auto-enchanting apples.
    • Pretty much auto-enchanting anything that's not already auto-enchanted.
    • Buffing gold durability.

    Can I has a sig?

    Sure, here are some noobish sigs I made. For the record, you can make one and post it here and I'll add it as long as I like it.
    Posted in: Minecraft Mods
  • 1

    posted a message on Solar Flux - a.k.a. CompactSolars for Redstone Flux
    Well, I do thank you for your time.

    First off, I'd like to point out that it's rather bad form to accuse someone of not knowing what they're talking about, and to assume that they're only using Creative for testing.

    My main issue with these generators is not that they are too cheap - indeed, from what you say, it seems very nicely balanced. My issue with these is actually twofold - firstly, I don't really want that much power production easily available. Secondly, I don't want that level of power generation to be available that simply. True, you have to craft them, but after that you have one block producing rather large amounts of energy.

    Also please note that I made no attempt to accuse the author, but simply asked for a configuration option. Looking back, perhaps labeling the energy levels as "OP" was a misrepresentation of my position - I'll edit that now.
    Posted in: Minecraft Mods
  • 1

    posted a message on The Lone Warrior Modpack [The Ultimate RPG modpack] [FTB & Technic]
    I'ma get some screenies for you.
    Posted in: Mod Packs
  • 2

    posted a message on Lightening Damages Mob AI
    Yeah, well Prismarine was a random pointless idea. But it's in the game anywho.
    Posted in: Suggestions
  • 1

    posted a message on Lightening Damages Mob AI
    This could be hilarious. Support.
    Posted in: Suggestions
  • 1

    posted a message on [UPDATED to 1.6.1]The Dark Ages Modpack[300+ Downloads]
    Quote from thebaum64»

    Just drop the NEI thing.

    Yes, please. Sorry to dig it up.
    Posted in: Mod Packs
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