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    posted a message on Beware the Dark (Don't Starve Mod)
    Curseforge | Recipes (0.0.2) | Gitlab | Trello
    Issue Tracker | Discord Server | Optifine
    A mod that brings Don't Starve to Minecraft, including Charlie attacks in darkness, new biomes/items and harder Don't Starve-style survival.

    Features
    *New biomes, such as the new Rockylands biome and a Constant world-type for those who want nearly-completely Don't Starve style harder survival
    *Overhauled material gathering and crafting system changes vanilla majorly: twigs harvested from saplings, cut grass from grass tufts, rocks and logs are now your gateway into the mod's tier-system, such as flint and gold tools
    *Such as that trees now only drop pine cones and also logs in an item form
    *New utilities that remove and replace old vanilla ones, such as the Science Machine (crafting table), Campfire/Fire Pits and Basic/Improved Farms (hoes)
    *Also new tools with unique functionality such as Pitchforks to uproot and harvest turf/manufactured floors and Hammers to dismantle utility-blocks back for resources (as utilities like Science Machines/Farms cannot be removed without a hammer)
    *Charlie now attacks you at night/in darkness of light levels of 4 or less so keep some light sources around!

    Blocks
    *Turf: Comes in various forms. Marsh, Rockyland, Grasslands, etc. Requires a pitchfork to harvest, otherwise returns nothing. All turfs are also usable as fuel and in some instances, crafting manufactured flooring.
    *Boulder: Found mostly in Rockyland and Savanna biomes. Drops Rocks, Flint and Nitre.
    *Gold Vein Boulder: Found in Rockyland and Forest biomes. Drops Rocks, Flint, and Gold Nuggets.
    *Sapling: No, not that kind of Sapling. Gives Twigs when harvested. Most plentiful in Forests and Plains biomes but found semi-commonly elsewhere.
    *Grass Tuft: Gives Cut Grass when harvested, most plentiful in Plains and Savanna biomes but found semi-commonly elsewhere.
    *Berry Bush: Commonly found in Grasslands but also Forests and other biomes. Drops berries when harvested.
    *Spiky Bush: Found in Marshes/Swamp biomes, depending on if using a normal or Constant-world type. Drops Twigs when harvested but will hurt you for half a heart each harvest.
    *Lumpy Evergreen: Different from normal spruce logs. The logs do not drop pine cones, making Lumpy Evergreens non-renewable.
    *Campfire: Temporary stationary light source. Requires fuel to stay lit. Can also be used to cook food. Drops an ashes when it goes out.
    *Fire Pit: Permanent version of the Campfire. Unlike the Campfire, does not rarely randomly set fires near max-fuel level.
    *Science Machine: Your tier-1 science crafting station. Crafted using Rocks, Gold Nuggets and Logs.
    *Wooden Flooring: Made from Boards. Four logs makes one Boards and one Boards makes four Wooden Flooring.
    *Cobblestones: Made from Rocky Turf and Boards, gives 2. Provides a 20% speed boost when walked on.
    *Basic Farm: A farm-plot block. Has no moisture property so grows crops somewhat slowly. Craftable using Cut Grass, Logs and Manure. Cannot be trampled.
    *Improved Farm: An improved version made from stone. Always at max-level moisture so grows crops a bit faster. Cannot be trampled.

    Items
    (any items not listed here do not have any usage yet)
    *Cut Grass: Obtainable from Grass Tufts. One of your main crafting materials.
    *Twigs: Obtainable from Saplings. One of your main crafting materials.
    *Rocks: Obtainable from world rock-objects or from boulders. Pretty vital crafting material.
    *Logs: Now replaces the block. Used to craft Farms, Science Machines and some other things.
    *Pine Cones: Dropped by trees. Can be used to plant trees and gather more logs.
    *Ashes: Obtainable from smelting Cut Grass or Twigs. Used to make Healing Salves with Spider Glands and Rocks.
    *Rope: Craftable from three Cut Grass.
    *Boards: Craftable from four Logs.
    *Cut Stone: Craftable from three Rocks. Used for a couple of recipes already but planned to have a lot of utility and can be used to build decor-blocks too like Walls.
    *Manure: It's...uh a product of animals. Used for farms.
    *Spider Gland: Dropped by Spiders. It's...an antiseptic? So it heals 2.5 hearts.
    *Healing Salve: Crafted using Rocks, Ashes and Spider Glands. Heals 3.5 hearts.
    *Food: A bit too many to list. There's berries, carrots, eggs, fish, morsels, meat and monster meat (which hurts you when eaten). Most of these can be cooked to occasionally provide better hunger benefits or a slight healing boost.
    *Torch: Cannot be placed, emits light when held in hand and can also spawn fires via right-click. Has durability (about enough ticks to equal five and a half minutes) and loses durability when held in main/offhand.
    *Spear: Crafted using Flint, Rope and Twigs. Low durability but has higher than diamond-sword damage.
    *Log Suit: Crafted from two Ropes and seven Logs. Is a singular piece of armor but provides the protection of a full unenchanted diamond set, i.e a 80% damage reduction.
    *Gold Tools: Regal Shovel, Luxury Axe and Opulent Pickaxe. Craftable using Gold Nuggets and Twigs. Has the speed and durability of Iron so they last pretty long.
    *Pitchfork: Craftable using Twigs and Flint. Used to mine and digup Turf, which consumes 1 durability per Turf. Can also do four hearts of damage but consumes eight durability per hit.
    *Hammer: Used to dismantle utilities like Science Machines and Farms. This will consume 1 durability, destroy the utility and return 50% of it's crafting materials. This rounds down and all utilities/structures that can be hammered will always at least return one of each material.

    Planned
    *Straw Rolls (one-use Bed, restores health, skips to dawn but decreases hunger by five drums)
    *Backpacks (Portable chest-slot inventory, has five slots)
    *Crock Pots (2x2 cooking utility, various food combos produce different foods with different hunger/sanity/health restoring properties)
    *Drying Racks (can be used to preserve/dry meat and turn it into Jerky)
    *A new dimension (Don't Starve caves, accessible via Sinkhole portals)
    Posted in: WIP Mods
  • 0

    posted a message on Spelunkcraft (1.12.2 Mod)

    A mod that introduces items and mechanics from Spelunky, a vertical roguelike platformer by Derek Yu.


    Links
    Curseforge/Download | Gitlab | Trello
    Issue Tracker | Discord Server | Optifine (recommended, especially if using the mod's dynamic lights)


    Features
    *Gold Ore and Emerald Ore is now somewhat more aplenty underground and new ores (Sapphire and Ruby) are also introduced
    *However, caves are more dangerous now, loaded with carved stone blocks that are instant-kill crushing hazards, spikes that instantly kill you if you fall on them and highly reactive powderboxes
    *Lots of new blocks and items from decorative use, tools/utilities and new types of weapons with interesting mechanics (including a couple of Spelunky Classic exclusive items)
    *Three new structures: mini-mineshafts, vaults and golden idol traps
    *Dynamic environment music (music plays randomly if you're underground)
    *A new death mechanic that punishes you if you are careless, you now respawn with a no-healing debuff and decreased health/hunger temporarily (config-togglable)
    *Fall damage now stuns entities briefly, including you so be more careful about high drops now! (config-togglable)
    *Dynamic light, this is also not just client-side so it actually updates lighting-levels (config-togglable)


    Planned
    +0.2: boomerang, altar tile-entity, arrow traps (unimplemented/partially working, saving for 0.2 or later), corpses, lantern, kapala, journal, new mobs (snake, bat, cobra, spinner spider, caveman, giant spider, damsel, shopkeeper)


    FAQ
    Q: What is Spelunky?
    A: Spelunky is a vertical roguelike by Derek Yu, with inspiration from treasure-hunting cliches and Indiana Jones. It features permadeath, random level

    generation, high difficulty and an emphasis on mastering mechanics, emergent gameplay and making decisions on the spot based on level-gen and unpredictable but predictable enemy AI. Spelunky currently has a sequel in development, slated for release next year.


    Q: Can I include this in a modpack or look at the source for code-referencing?
    A: Sure! Just give credit where due, especially for modpacks :)


    Q: Is this server-compatible?
    A: It is, from my basic LAN testing. I may need to do throughout server-testing with an actual jar, later, though.


    Q: I ran into a bug/crash/etc!
    A: Go to this link and submit an issue! Thanks! (issue tracker)


    Q: Requests/suggestions
    A: Do not use the issue tracker, please contact me via twitter/etc or join the Discord Server and use the relevant #ideas channel


    Blocks

    Some more besides the new sapphire/ruby ores:

    Fossil

    Decorative block, semi-common underground. Currently has no purpose, just for world-decor to make caves slightly more lively.

    Crate

    Found semi-common randomly generated underground. When broken, they will drop a random crate item such as a Bomb Bag, Ropes or rare items like Spring Shoes. However, you are more likely to receive bombs or ropes than something valuable like Spectacles.

    Bomb Box

    Found rarely from crates or craftable for compacting reasons. It can be uncrafted into four Bomb Bags, which can be further uncrafted into bombs or right-click used to get bombs in inventory.

    Box of Flares

    Semi-uncommonly found underground and emits light. Drops three flares when mined. Destroyed if placed in water or falls into water. Flares are throwable objects, emit light in hand (if config-enabled) and can be thrown to produce a flare block. Handy when you need to light up a spot across a massive gap, huh?

    Cave Chest

    Semi-commonly found underground. Breaks instantly and drops a few gems (sometimes large, more usually small ones) along with an empty chest projectile-item. Vaults have a variant that instead drops 8 random large gems (emeralds, sapphires, rubies, diamonds). Non-vault chests have a 0.5% chance of spawning a live bomb on you upon opening.

    Golden Idol

    Found underground semi-rarely in Golden Idol structures...which are booby-trapped. They slow you down temporarily upon pickup (config-togglable) and can be crafted into 10 gold ingots.

    Spikes

    Nearly indestructible hazard but can be destroyed by explosions. They can walked on from the same level but falling onto them will instantly kill you.

    Push Block

    Carved stone block affected by gravity. If it falls on you, it's an instant kill!

    Powder Box

    Randomly generated traps, stuffed full of highly reactive gunpowder. They are more dangerous than TNT as they explode instantly upon being hit by the player or ranged-ammo and will also explode if they fall and land.


    Items

    Treasure

    Various kinds of treasure. Ruby/sapphire are primarily dropped by their ores but you can also find small gems and sometimes large gems from pots, chests, etc.

    Rope Pile

    Obtainable from crates. Max stack of eight and gives eight ropes when consumed. Ropes can be used to throw and launch rope, which are climbable semi-solid blocks affected by gravity.

    Bombs and Bomb Bags

    Bombs are obtained from crates. Throwable item, explodes when it hits a block/player/entity. Also has sticky/bouncy variants, craftable using bombs with respectively Bomb Paste/Slime Balls.

    Bomb Bags are obtained from crates or made via compacting three bombs. Primarily acts as a storage/source of bombs as they can both be right-click used to give three bombs or putting three bombs in a crafting grid will produce a Bomb Bag to compact them.

    Bomb Paste

    Dropped from crates, rarely spiders or more commonly cave/mineshaft spiders. Can be used with bombs to craft sticky bombs and each bomb paste can be used 64 times before being depleted completely.

    Parachute

    Non-usable item that auto-activates if you fall +3 blocks. It will be consumed on use and automatically set your fall-height to 0 before landing, preventing any fall damage on activation.

    Mattock

    Obtained from crates. Has durability halfway between stone/iron and twice the mining speed of gold pickaxes. When they break, they drop an reusable throwing item called Mattock Heads. They can also be used as a weapon.

    Gem Tools

    Craftable from sapphire, ruby or emerald. Not shown but you can also craft hoes. Emerald, sapphire and ruby respectively have the harvesting-level of stone, iron and diamond however their speed and durability is generally equivalent to being better than their vanilla equivalents.

    Pitcher's Mitt

    Off-hand slot gloves that adjust the aim of projectiles like rocks and skulls to be straight.

    Climbing Gloves

    Gloves that allow you to climb. When equipped in off-hand, stand against a +2 block high surface and hold right-click to climb.

    Spring Shoes

    Equipable boots-slot item that provides a Jump Boost effect when equipped.

    Spectacles

    Rare special glasses that give you permanent Night Vision when equipped.

    Cape

    Equipable chest-slot item that completely negates fall damage when equipped. Basically a permanent equipable version of the Parachute item.

    Jetpack

    Jetpack's are awesome! Right? When equipped in chest, jumping will make you levitate semi-quickly, allowing you to hover at a quickly ascending pace or reach places out of reach for you.

    Whip

    A standard weapon. Medium-high durability, easily craftable (two leather and a stick) and does 2.5 hearts of damage each strike.

    Machete

    Melee weapon. Does five hearts of damage and can cut through webs with ease.

    Pistol

    A much weaker version of the Shotgun. Does decent damage and ammo is much easier to craft, cost wise.

    Shotgun

    Rare and very powerful gun. Ammo is somewhat costly but each shot does 10 hearts of damage at max.

    Webgun

    A gun that fires cobwebs. Spawns climbable cobwebs on hit and entity-hit stuns enemies.

    Freeze Ray

    A gun that fires blasts of ice. Projectiles spawn ice and stun enemies for a period.

    Posted in: WIP Mods
  • 0

    posted a message on Needing Help With Dispensers

    I've been working on having a custom dispenser-block in my mod and have came to the conclusion that I can't have dispensing-behavior without the block using a Dispenser as it's tile entity and having the dispensing-related code use the Dispenser TE in the block as a result, i.e in the dispense() method if I want it to be able to dispense items. This is maybe the only way it's doable in 1.12 for having custom Dispenser/Dropper blocks, since I've checked out the source code for a few mods that use custom dispenser-blocks and they do it the same way. Unless I'm missing something, is this the only way if I want a custom Dispenser-like block? This complicates another issue as a direct result, I can't do EntitiesWithinAABB checks (specifically to auto-fire if an entity walks near the southface, preferably with ITickable) without attaching a custom tile entity and doing so/replacing all the Dispenser behavior with my own Dispenser-based TE breaks the dispensing itself.


    The Block:

    https://pastebin.com/gTvsVu8n

    Posted in: Modification Development
  • 0

    posted a message on Project Salt
    Has anybody here heard of the Project Salt game on Steam? For the uninformed (who want a basic gist), it's a 3D sandbox adventure game in early access (a game like Minecraft or Terraria) where the world generation style is akin to that of an large ocean, with many clusters of islands spread about, and with an overall theme on classical piracy.



    I recently bought the game a day or ago, and after warming up to the art style, I found the gameplay satisfying so far and have had a lot of fun sailing from island to island as I check them for resources.
    Posted in: General Gaming
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    posted a message on My Little Pony : FiM (All Pony-related things go HERE)
    I just got back from from Babscon in California, the first bay area brony con. to show off all the neat loot I picked up, but I also had a blast over the three day weekend with it, and met tons of cool artists and cosplayers.
    Posted in: Culture, Media & Arts
  • 0

    posted a message on Just started doing a new LP series of Sword of Mana.


    My first LP series in a while. I always liked the Mana series and have been very gradually itching to play one of the games in the series.
    Posted in: General Gaming
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    posted a message on Screwing around on a friend's server
    Here's a video:


    Not really any people in this video as everybody has a weird time zone different, kind of. A 'jeb_' sheep rave house with lights operated by...chickens, a video of the april's fools joke this year, and a piston automating farm system in WIP.
    Posted in: Other Videos
  • 0

    posted a message on Need help with wiring and redstone lamps
    Quote from FlazeOfAges

    Probably the most controllable way of making a lamp display is through the use of /setblock or /fill in command blocks. You can use whatever shapes/patterns you want and not have to worry about space because this system is wireless! To learn more about these commands, go HERE.

    Issue is that I'm on a multiplayer server for where I want to build this, so I don't have special permissions or anything like that.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Need help with wiring and redstone lamps
    Is there any easy and/or compact way to create sections of redstone lamps that flash on and off? Randomly would be prefered, but in sequence is fine too. As for shape, either a solid floor/ceiling or in checkers is good.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Let's Play: Uncle Sam Wants You
    .

    I haven't done any LPs of any kind in such a bloody long time and in celebration of getting a new microphone, I made a video that's a list of games in mind that I want to LP. So, comment to vote and the game with the most votes, I'll do.
    Posted in: User Creations & Requests
  • 0

    posted a message on [1.6.4] Spelunkcraft: A mod based off Spelunky!
    Notice:
    This mod is a work in progress. It will be a long time before an actual first release, but expect updates every now and then.



    Intro
    Spelunky and Minecraft have moderately similar gameplay mechanics, and I love them both. I've clocked +170 hours in Spelunky, and countless more in Minecraft, so I thought it would be a no brainer to make a mod to integrate gameplay mechanics from Spelunky into Minecraft!



    Development Team
    Lead Developer: LaDestitute
    Lead Modder: N/A (looking!)
    Lead Spriter: N/A (looking!)
    Lead Modeler: N/A (looking!)



    Modpacks
    See below for my policies on modpacks.

    Private (modpacks for small private servers, and modpacks which do not have public download links):
    You do not need my permission, just give me credit and link to the thread.

    Public (modpacks you intend to post on the forums or another website with a download link):
    You must ask for permission from me, give credit and provide a link to the mod's thread in your own modpack thread.



    Special Thanks:
    Notch (Markus Persson): For Minecraft
    LexManos: For Forge
    Derek Yu: For Spelunky
    ProgrammerHero: For his help with slab blocks
    MrrGingerNinja: For his config tutorial and various other tutorials, including custom storage blocks
    coolAlias: For help with rendering throwing items properly
    AtomicStryker: For his Ropes+ code for an example of integrating ropes into Spelunkcraft (thanks dude)



    Update news
    None yet!



    Bugs
    *Big Chest has no opening animation/sound and doesn't rotate to player when placed



    Features
    Planned:

    Biomes
    N/A (as of alpha release 1.0)

    Structures
    Shop
    Shopkeeper Vault
    Snake Pit
    Abandoned Mineshaft variant (Darkness, 75% less torches)

    Blocks
    Bonepile (may generate skull items or spawn bow-less skeletons)
    Wall Sconce
    Mystery Box
    Box of Flares
    Golden Idol
    Altar(will probably as one of the last things)

    Traps
    Arrow Trap (Dispenser with single arrow and redstone wiring)
    Boulder
    Rigged Chest
    Monster Pot

    Items
    Bomb
    Sticky Bomb
    Flare

    Equipment
    Whip
    Spring Shoes
    Boomerang
    Machete
    Web Gun
    Shotgun
    Teleporter
    Freeze Ray
    Parachute
    Kapala
    Cape
    Jetpack
    Shield

    Mobs
    Snake
    Cobra
    Bow-less Skeleton
    Rat
    Spiderling
    Shopkeeper
    Scorpion
    Caveman
    Golden Scarab
    Damsel (will probably as one of the last things)
    Giant Spider (will probably as one of the last things)
    Hired Hand (will probably as one of the last things)

    Implemented:

    Biomes
    N/A (as of alpha release 1.0)

    Structures
    N/A

    Blocks
    Sapphire Ore
    Sapphire Block
    Ruby Ore
    Ruby Block
    Spikes
    Crate
    Sapphire Slab
    Ruby Slab
    Big Chest
    Powder Box

    Traps
    Spikes

    Items
    Small Emerald Gem
    Large Emerald Gem
    Small Sapphire Gem
    Large Sapphire Gem
    Small Ruby Gem
    Large Ruby Gem
    Key
    Bomb Paste
    Udjat Eye
    Rope
    Pot
    Rock
    Skull

    Equipment
    N/A

    Mobs
    N/A



    Blocks


    Ores
    Sapphire Ore & Ruby Ore


    Rarity: Diamond
    Depth: 4 to 32
    Required Tier: Iron
    Drops: 1 Large Sapphire/Large Ruby (depending on which ore)
    Trade Value: 3 Gold Ingots (Ruby)/2 Gold Ingots (Sapphire)
    Recipes: Solid gem blocks and solid gem slabs

    Solid Gem Blocks
    Block of Sapphire & Block of Ruby


    Required Tier: Iron
    Drops: Self
    Trade Value: 27 Gold Ingots (Ruby)/18 Gold Ingots (Sapphire)
    Recipes:

    Slab Blocks
    Sapphire Slab & Ruby Slab


    Drops: Self (1 Slab)
    Trade Value: 4 Gold Ingots (Ruby)/2 Gold Ingots (Sapphire)
    Recipes: 3 Small Sapphires or 3 Small Rubies (makes four slabs)

    Crate


    Rarity: Depends on content
    Generated: Abandoned mineshafts, the jungle, the ice caves, and the temple
    Required Tier: Wood/Gold
    Drops: Random
    Trade Value: Random
    Properties: Drops no block on destruction, and has only one inventory slot
    Recipes: N/A (Cannot be crafted)

    Powder Box


    Rarity: ?
    Generated: Abandoned mineshafts
    Required Tier: N/A
    Drops: Nothing
    Trade Value: ?
    Properties: Can be walked on top of safely. Extremely volatile, has a second long fuse, will detonate if A: hit, B: ignited by redstone or flint & steel, C: Items & blood falling onto it/thrown at it, D: Nearby explosions, and E: Pushed off of a ledge (can be pushed), or if a one block thick supporting floor is destroyed.
    Recipes:

    Big Chest


    Rarity: ?
    Generated: Abandoned mineshafts
    Required Tier: Wood/Gold
    Contains: x1 Udjat Eye
    Trade Value: ?
    Properties: Contains the Udjat Eye. Must be opened with the Key item.
    Recipes: N/A (cannot be crafted)

    Spikes


    Rarity: Common
    Generated: Abandoned mineshafts, the jungle, the ice caves, and the temple
    Required Tier: Diamond/Mattock
    Drops: Nothing
    Trade Value: 0 Gold Ingots
    Properties: Can be walked into from the side on ground level with it, but falling on top of it is an INSTANT KILL, no matter your max health.
    Recipes: N/A (cannot be crafted)


    Items


    Gems
    Emerald, Sapphire, & Ruby


    Rarity: Diamond
    Depth: 4 to 32
    Required Tier: N/A
    Drops: Depends
    Trade Value:
    1 Gold Ingot (1 Small Emerald)/2 Gold Ingots (1 Large Emerald)
    2 Gold Ingots (1 Small Sapphire)/3 Gold Ingots (1 Large Sapphire)
    3 Gold Ingots (1 Small Ruby)/4 Gold Ingots (1 Large Ruby)
    Recipes: Solid gem blocks and solid gem slabs

    Key


    Rarity: ?
    Generated: Abandoned mineshaft, always generated WITH the Big Chest, but inside of another normal chest
    Required Tier: Wood/Gold
    Drops: Itself
    Trade Value: ?
    Properties: Used to open the Big Chest
    Recipes: N/A

    Bomb Paste


    Rarity: ?
    Dropped by: Giant Spider
    Required Tier: N/A
    Trade Value: ?
    Properties: Makes bombs stick to blocks/mobs
    Recipes: Used with a stack of bombs to craft a stack of sticky bombs

    Udjat Eye


    Rarity: ?
    Generated in: Big Chest
    Required Tier: N/A
    Trade Value: ?
    Properties: Alerts the player of gold, emerald, sapphire, and ruby ore, and of the presence of a Black Market structure under Jungle biomes
    Recipes: N/A

    Rope Pile


    Rarity: ?
    Generated in: Shops, crates, and chests
    Required Tier: N/A
    Trade Value: ?
    Properties: Functions like a ladder that gets automatically placed (you use a grappling hook to throw the rope, and said hook always costs a cheap 1 Gold Ingot while 1 Rope Pile (equal to six blocks up or down) costs 4 Gold Ingots)
    Recipes: N/A

    Throwing items
    Skull, Pot, & Rock


    Rarity: ?
    Generated in/Dropped by: Skeletons (Skulls), Cobblestone & Boulders (Rocks), and Chests
    Required Tier: N/A
    Trade Value: ?
    Properties: Each of these can be thrown to deal one heart of damage to mobs or to trigger arrow traps. Skulls and pots break upon throwing, but rocks do not. Pots may contain nothing, a gold nugget, large gems, and lastly, a single spider or snake mob. Monster pots, nothing, and gold nuggets are more common than large gems.
    Recipes: 1 Cobblestone block = 4 Rocks, and blowing up a boulder drops 6-9 rocks

    Golden Idol



    Rarity: ?
    Generated in: Abandoned mineshafts, jungles, ice caves, and the temple
    Required Tier: N/A
    Trade Value: 10 Gold Ingots
    Properties: Is worth a lot, very shiny, and always booby-trapped by a boulder, thin ice, disappearing blocks, or spike ceiling.
    Recipes: 1 Cobblestone block = 4 Rocks, and blowing up a boulder drops 6-9 rocks



    FAQ
    N/A



    Downloads
    N/A yet



    Banners & icons
    N/A



    License
    N/A yet
    Posted in: WIP Mods
  • 0

    posted a message on Custom Projectile and Rendering
    Okay, thank you man, I got it to work fully! Thanks! :D
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Custom Projectile and Rendering
    Okay, I'm one step closer, actually. I finally got it to render, but it's just a purple square. It also just goes right through entities, so doesn't hurt things like cows or pigs, for that matter.

    Edit: Okay, I got it to render! I had to do a little code workaround to get it to render, as it just crashes the client otherwise. I can explain more, as for why it's crashing.
    But weirdly, the game is still ignoring it's collision detection with other blocks/entities.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Custom Projectile and Rendering
    One last thing, where does this.item.getIconFromDamage(0) go, specifically?

    I tried adding some of the stuff you suggested, so I'm curious where the last bit goes and wouldn't want to screw up.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Custom Projectile and Rendering
    I'm having trouble getting my throwing item's entity to render. My game doesn't crash or anything, and I get at least the particle effect of it being thrown. I'm also putting the registering mod entity part in my FML Initialization part of my main mod class instead of the ClientProxy class. Can someone take a look at my code and tell me if I'm doing anything wrong?

    RockItem.java (Item class)
    package spelunkcraft.items;
    
    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;
    import spelunkcraft.SpelunkcraftMain;
    import spelunkcraft.client.entity.EntityRock;
    import spelunkcraft.lib.config.Names;
    import net.minecraft.client.renderer.texture.IconRegister;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.entity.projectile.EntitySnowball;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemStack;
    import net.minecraft.world.World;
    
    public class RockItem extends Item {
    
    public RockItem(int id)
    {
    super(id);
    this.maxStackSize = 16;
    this.setUnlocalizedName(Names.rockItem_unlocalizedName);
    this.setCreativeTab(SpelunkcraftMain.spelunkcrafttab);
    }
    
    @SideOnly(Side.CLIENT)
    public void registerIcons(IconRegister par1IconRegister)
    {
    this.itemIcon = par1IconRegister.registerIcon(spelunkcraft.lib.ModInfo.MODID + ":" + (this.getUnlocalizedName().substring(5)));
    }
    
    /**
    * Called whenever this item is equipped and the right mouse button is pressed.
    * Args: itemStack, world, entityPlayer
    */
    public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer){
    if (!par3EntityPlayer.capabilities.isCreativeMode){
    --par1ItemStack.stackSize;
    }
    par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));
    
    if (par2World.isRemote) {
    par2World.spawnEntityInWorld(new EntityRock(par2World, par3EntityPlayer));
    }
    
    return par1ItemStack;
    }
    }

    EntityRock.java (Entity class)
    package spelunkcraft.client.entity;
    
    import net.minecraft.entity.EntityLivingBase;
    import net.minecraft.entity.projectile.EntityThrowable;
    import net.minecraft.util.DamageSource;
    import net.minecraft.util.MovingObjectPosition;
    import net.minecraft.world.World;
    
    public class EntityRock extends EntityThrowable
    {
    public EntityRock(World par1World)
    {
    super(par1World);
    }
    public EntityRock(World par1World, EntityLivingBase par2EntityLivingBase)
    {
    super(par1World, par2EntityLivingBase);
    // TODO Auto-generated constructor stub
    }
    public EntityRock(World par1World, double par2, double par4, double par6)
    {
    super(par1World, par2, par4, par6);
    // TODO Auto-generated constructor stub
    }
    /**
    * Called when this EntityThrowable hits a block or entity.
    */
    @Override
    protected void onImpact(MovingObjectPosition movObjPos)
    {
    if (movObjPos.entityHit != null)
    {
    // We changed this to type 'float' and set to '2'
    float rockDamage = 2;
    
    // now in this line we don't need to cast as 'float', since our variable is already that type
    movObjPos.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), rockDamage);
    }
    
    // spawn 4 "crit" particles at the point of impact
    for (int l = 0; l < 4; ++l)
    {
    this.worldObj.spawnParticle("crit", this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D);
    }
    
    // be sure to set the entity to 'dead' or it will keep updating forever and you'll end up with lots of
    // leftover entities in your world
    if (!this.worldObj.isRemote)
    {
    this.setDead();
    }
    }
    }

    RenderRock.java (Rendering class)
    package spelunkcraft.client.tileentity;
    
    import org.lwjgl.opengl.GL11;
    import org.lwjgl.opengl.GL12;
    
    import spelunkcraft.client.entity.EntityRock;
    import spelunkcraft.lib.ModInfo;
    import net.minecraft.client.Minecraft;
    import net.minecraft.client.renderer.Tessellator;
    import net.minecraft.client.renderer.entity.Render;
    import net.minecraft.client.renderer.texture.TextureMap;
    import net.minecraft.entity.Entity;
    import net.minecraft.entity.projectile.EntityPotion;
    import net.minecraft.item.Item;
    import net.minecraft.util.Icon;
    import net.minecraft.util.ResourceLocation;
    import cpw.mods.fml.relauncher.SideOnly;
    import cpw.mods.fml.relauncher.Side;
    
    public class RenderRock extends Render
    {
    private static final ResourceLocation rock = new ResourceLocation("ladestitute_spelunkcraft/textures/items/rockItem.png");
    
    public RenderRock(Item par1Item)
    {
    }
    
    /**
    * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
    * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
    * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
    * double d2, float f, float f1). But JAD is pre 1.5, so don't do that.
    */
    public void Render(EntityRock rock, double par2, double par4, double par6, float par8, float par9)
    {
    GL11.glPushMatrix();
    GL11.glTranslatef((float)par2, (float)par4, (float)par6);
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glScalef(0.5F, 0.5F, 0.5F);
    // this.func_110777_b(par1Entity); // worked in Forge 804, but no longer; use this:
    this.bindEntityTexture(rock);
    Tessellator tessellator = Tessellator.instance;
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
    }
    
    @Override
    protected ResourceLocation getEntityTexture(Entity entity)
    {
    return rock;
    }
    
    private void func_77026_a(Tessellator par1Tessellator, Icon par2Icon)
    {
    float f = par2Icon.getMinU();
    float f1 = par2Icon.getMaxU();
    float f2 = par2Icon.getMinV();
    float f3 = par2Icon.getMaxV();
    float f4 = 1.0F;
    float f5 = 0.5F;
    float f6 = 0.25F;
    GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
    par1Tessellator.startDrawingQuads();
    par1Tessellator.setNormal(0.0F, 1.0F, 0.0F);
    par1Tessellator.addVertexWithUV((double)(0.0F - f5), (double)(0.0F - f6), 0.0D, (double)f, (double)f3);
    par1Tessellator.addVertexWithUV((double)(f4 - f5), (double)(0.0F - f6), 0.0D, (double)f1, (double)f3);
    par1Tessellator.addVertexWithUV((double)(f4 - f5), (double)(f4 - f6), 0.0D, (double)f1, (double)f2);
    par1Tessellator.addVertexWithUV((double)(0.0F - f5), (double)(f4 - f6), 0.0D, (double)f, (double)f2);
    par1Tessellator.draw();
    }
    
    @Override
    public void doRender(Entity rock, double d0, double d1, double d2, float f,
    float f1) {
    Render((EntityRock)rock, d0, d1, d2, f, f1);
    
    }
    }

    ClientProxy.java (ClientProxy class)
    package spelunkcraft.client;
    
    import java.util.Map;
    
    import spelunkcraft.SpelunkcraftMain;
    import spelunkcraft.SpelunkcraftSounds;
    import spelunkcraft.client.entity.EntityGrappleHook;
    import spelunkcraft.client.entity.EntityMidairRope;
    import spelunkcraft.client.entity.EntityPowderBoxPrimed;
    import spelunkcraft.client.entity.EntityRock;
    import spelunkcraft.items.RockItem;
    import spelunkcraft.client.tileentity.RenderGrappleHook;
    import spelunkcraft.client.tileentity.RenderMidairRope;
    import spelunkcraft.client.tileentity.RenderPowderBoxPrimed;
    import spelunkcraft.client.tileentity.RenderRock;
    import spelunkcraft.client.tileentity.TileEntityBigChest;
    import spelunkcraft.client.tileentity.TileEntityBigChestRenderer;
    import cpw.mods.fml.client.FMLClientHandler;
    import cpw.mods.fml.client.registry.ClientRegistry;
    import cpw.mods.fml.client.registry.RenderingRegistry;
    import cpw.mods.fml.common.registry.EntityRegistry;
    import net.minecraft.client.renderer.ChestItemRenderHelper;
    import net.minecraft.world.World;
    import net.minecraftforge.client.MinecraftForgeClient;
    import net.minecraft.client.renderer.entity.Render;
    import net.minecraft.entity.Entity;
    import net.minecraftforge.common.Configuration;
    import net.minecraftforge.common.MinecraftForge;
    import spelunkcraft.client.IProxy;
    import cpw.mods.fml.common.registry.TickRegistry;
    import cpw.mods.fml.relauncher.Side;
    
    public class ClientProxy extends CommonProxy {
    public static int BigChestBlockRendererID;
    public static int PowderBoxBlockRendererID;
    int modEntityID = 1;
    private boolean hasRopeOut;
        private int renderIDGrapplingHook;
    
        public ClientProxy()
        {
            hasRopeOut = false;
        }
    
        @Override
         public void initRenderers() {
         // This is for rendering textures and so forth later on
          BigChestBlockRendererID = RenderingRegistry.getNextAvailableRenderId();
          PowderBoxBlockRendererID = RenderingRegistry.getNextAvailableRenderId();
    
          super.registerTileEntities();
          RenderingRegistry.registerEntityRenderingHandler(EntityPowderBoxPrimed.class, new RenderPowderBoxPrimed());
          RenderingRegistry.registerEntityRenderingHandler(EntityGrappleHook.class, new RenderGrappleHook());
          RenderingRegistry.registerEntityRenderingHandler(EntityMidairRope.class, new RenderMidairRope());
          RenderingRegistry.registerEntityRenderingHandler(EntityRock.class, new RenderRock(spelunkcraft.items.Items.rockItem));
             ClientRegistry.bindTileEntitySpecialRenderer(spelunkcraft.client.tileentity.TileEntityBigChest.class, new TileEntityBigChestRenderer());
        }
    
         @Override
            public void initSounds() {
             // This is for rendering sounds and so forth later on
            }
    
            @Override
            public int getGrapplingHookRenderId()
            {
                return renderIDGrapplingHook;
            }
    
            @Override
            public boolean getHasClientRopeOut()
            {
                return hasRopeOut;
            }
    
            @Override
            public void setHasClientRopeOut(boolean B)
            {
                hasRopeOut = b;
            }
    
    @Override
    public void loadConfig(Configuration configFile) {
    MinecraftForge.EVENT_BUS.register(new SpelunkcraftSounds());
    
    }
    
    @SuppressWarnings("unchecked")
    @Override
    public void load() {
         TickRegistry.registerTickHandler(new SpelunkcraftClient(), Side.CLIENT);
    }
    
    
    }
    Posted in: Mapping and Modding Tutorials
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