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    posted a message on Looking for how to make any Item/Block icon in GUI slot background display with semi-transparency

    My problem is two-fold right now. I've searched every where I could think of for answers, but I haven't found any, only dead ends.


    So currently I'm trying to get any Item/Block icon to display in a slot background. Currently for testing purposes, I'm just getting the player's ItemStack and changing the background of the slot under the mouse. Here is block of code where the actual magic happens:


    if (slotUnderMouse != null) { 
        if (!slotUnderMouse.getHasStack()) { 
            ItemStack playerStack = mc.thePlayer.inventory.getItemStack(); 
            if (playerStack != null) { 
                Item playerItem = playerStack.getItem(); 
                
                IIcon icon = playerItem.getIconFromDamage(playerStack.getItemDamage());
                
                slotUnderMouse.setBackgroundIcon(icon); 
            } 
        else slotUnderMouse.setBackgroundIcon(null); } 
    }


    This works for displaying Item icons (e.g. Redstone Powder, Coal, etc.), but for Blocks, the IIcon returned produces something like these (Icons on top row, corresponding Item/Block below):


    gui

    So I'm looking in the wrong place for Block icons. I know that they are rendered differently than item icons, in that they aren't image files stored in the resources. So how can I access them? Do I have to use GL11 to render them?

    My second problem, I'm going to need a way to render them semi-transparent (change their alpha value). The closest I've found to someone trying to do this exact thing is in this thread, but the thread ends with no solution. Though it seems apparent that I'm going to have to use OpenGL. I was thinking I could pre-render the icon images during initialization, then write these images to .png files. Then I could just call the slot 'setBackgroundIcon(ResourceLocation texture)' by giving it my own ResourceLocation. Would something like this even work? And again, how do I get access to the Block icons in order to do this?

    Posted in: Modification Development
  • 0

    posted a message on Looking for ideas, big and small, to make energy production and gear upgrades worth it!

    updating from 1.7.10 to 1.10 means re-writing 90% of the code from scratch

    Believe it or not, this is one of the reasons why I wanted to start with 1.7. I've been following the modding community for a while now, and know that the leap from 1.7 to 1.8 has been one of the hardest for big mods to make. As per my software engineering major, I enjoy the challenge of refactoring code, and finding methods to do it effectively and quickly.

    Thanks for your input though. I'll be sure to take a closer look and weigh the pros and cons before I dive in B)

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Looking for ideas, big and small, to make energy production and gear upgrades worth it!

    Wow, never seen such a generic idea..

    Well these ideas are generic on purpose. They are just meant to get the ball rolling. This is an issue I've wanted to tackle for a while, but every time I sit down to brainstorm, the ideas are either too massive or... well.. generic. It makes sense to pick other people's brains on the matter. The more different perspectives the better. I'm much better at making a vision into reality than I am at coming up with the idea. Or maybe I'm just impatient and ready to start mapping out the project.


    All of these are available in 1.10.2 at least (except thermal dynamics, which is being updated atm, and will probably get released in the next few weeks), so why don'T you update to 1.10 at least?

    One reason is to one day update my own mod, learn how this is done, and possibly help with other projects. I'm sure I could learn this other ways, like eventually updating from 1.10.2 to 1.12 or 1.11. But! 1.7.10 still has the largest collection of mods, many of them I would hate to see left to the wayside.

    I won't take 1.10.2 off the table completely, but I can't compare/contrast versions without an idea.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Looking for ideas, big and small, to make energy production and gear upgrades worth it!

    The Why:

    I love mods like Buildcraft, Thermal Expansion/Dynamics, and Tinkers Construct. I'm also a fan of playing SSP or SMP on small, private servers, NO PVP. That feeling of achievement you get when you finally craft the ultimate weapon, or get some sweet automation going.

    The problem I have (and I believe others, too) is once you get to a certain point, why do you need automation at all? There is no more reason to use the resources you gather other than to repair gear or build magnificent structures or complex systems.

    Why do you need the super powerful god-gear? Regular mobs, even vanilla bosses, don't stand a chance. You can farm drops of any kind all day long. Just adding more bosses, doesn't really fix the problem. There needs to be something that you can only hope to defeat using the best gear you can possibly craft.

    The What:

    Now, I've been coding for quite a while, but I'm fairly new to Minecraft modding. I've had enough experience 3D modelling and texturing that I'm fairly confident I could create decent models that fit in Minecraft. That being said, I want to start small. Perhaps an add-on or something that is stand alone but compliments the mods I've mentioned above (Buildcraft, Thermal Expansion/Dynamics, Tinkers Construct, IC2). For this reason, the target version of Minecraft is 1.7.10, to the dismay of some.

    Though I want to start small, I'm open to big ideas, too. I just may not choose to tackle a bigger project until I have a couple smaller mods under my belt (and probably some people to work with too).

    The How:

    And here is my question to you. How do we make reaching the pinnacle in tech worthwhile, other than for the sake of "just because we can?" What sorts of things are missing that would make energy necessary beyond automation? Have any ideas that would make automated farms, mining, etc. necessary in SSP? What could use giant power plants and energy resources? Why do I need these ridiculously powerful weapons that can kill endermen in 1 or 2 hits? What would make a player in diamond armor with protection V enchantments shake in their boots?

    Here are some ideas to point in the right direction:


    • A game mechanic that requires a constant power source.
    • Class of mobs that are unbeatable without proper gear.
    • A game mechanic that requires heavy amounts of resources, thus making automation of mining worth it past getting a suit of diamond armor.
    • Extra dimension(s) that add new, more difficult mobs and/or whole new dynamic to even survive for more than a few seconds (e.g. energy suits to counteract a toxic environment?)
    • Some sort of simple device that would need RF power that you would find useful, but is missing from existing mods.

    Expand on these if you like, or maybe you have a completely different angle? Either way, I'd like to here it.

    Thanks!

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Why most are hating 1.9?

    PVP, as it stands, doesn't have to change. All of these new features and changes are completely reversible with the given vanilla map making tools in the snapshots. Seeing as almost everyone who plays on factions servers seems to not want the changes, I'm sure those in charge of these servers (should they even find a reason to update to 1.9) will likely fix it to keep it the same.

    Beside that, I don't see that it would "ruin" it. I see that the new system would change it in a BIG way, which would be really refreshing to see.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Snapshot 15w35b Entities fail to execute scoreboard players tag

    Literally figured it out right after posting this. Realized I wasn't using the "add" part of the command.

    WRONG USAGE: /scoreboard players tag @a tag_name

    RIGHT USAGE: /scoreboard players tag @a add tag_name

    I'd be fine if you deleted this thread, lol...

    I'll remember to include the full command next time

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Snapshot 15w35b Entities fail to execute scoreboard players tag

    Wondering if anyone else is messing around with the new commands and such and ran into this problem. Entities don't usually have any issue executing scoreboard commands, so this seems strange to me. Does anyone have any more information about the /scoreboard players tag command that might prevent an entity from executing this particular command?

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Need some advice hosting a server (RAM and storage question)

    I am preparing to host a private server that no more than 4 people are going to be playing on, however, I'm going to be hosting a modded server that will require some extra RAM and storage space than a typical server. The mods I have that will be most demanding on the server are Mo' Creatures, MystCraft, BuildCraft, and ChickenChunks. Any advice on the amount of RAM and storage space would be most optimal for these mods is appreciated!

    Thanks!

    Posted in: Server Support and Administration
  • 0

    posted a message on Need mobs to beable to detect elevated players

    So, it seems mobs don't detect players who are 4 or 5 blocks higher than them, unless they have already aggro'd the player. Even then, they just lose interest if the player goes a little higher. This is a problem for me, and I was wondering if there is anything I can do with commands or command blocks to make them attempt to chase down a player, regardless of how high a player is relative to the mob? I've already increased their generic.followRange to 100, but this doesn't increase vertical line of sight. Is there nothing I can do to make mobs more relentless? Or maybe make them attempt to move to a location until they spot a player?

    Anyway, thanks in advance for any help or tips you can give.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on ChickenBones Mods
    Quote from Epicface92_

    I've found out how to fix the NEI crash for mac:
    Basically, PC uses java 7 in minecraft, while the mac minecraft uses java 6 for some reason.


    The reason is that before Jobs passed, he openly spoke unwell of Java as a language and as a software development platform, and thus OSX ceased to directly support new versions of Java, by his influence. Just a little trivia. Not very pertinent to the thread, but there it is.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Littleuni

    How do I put down my kitten? Right clicking the ground/floor doesn't work, jumping doesn't work, and holding shift doesn't work. What am I missing here?


    Look up at the animal you've picked up and right click it to put it down.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    So Forge 1.7.2 was released yesterday... is there any news for when mo' creatures and affiliated mods will be updating to the new version? I can't seem to find any "official" news on the subject.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Kye_Duo

    one of the config options got set to a negative (or non) number, all have to be positive
    next time don't delete worlds like that, and make sure to make backups, I have one world that I have had to rescue quite a few times due to a strange issue of my comp hard locking on me while playing 1.4.7....can't figure it out...unless it is the USB wireless adapter...which would suck...


    Actually, it wasn't me who deleted it. I had the same crash happen a few times when I got on(because I was stuck in the same area that was causing the crash), then suddenly, my save was missing. When I checked the save file in the minecraft directory, the level.dat and level.dat_old were just... missing. I never touched them. I don't know if the launcher deleted it due to corruption or what.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Kye_Duo

    try deleting your moc spawn config files


    Thanks! I just created a new profile and it reset the configs for me. Unfortunately, its already too late for my world because it got deleted. Any idea what might have caused the problem in the first place?
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I recently found a world corruption issue which I'm pretty sure has something to do with Mo' Creatures or the GUI API or CustomSpawner mods. Everything seemed to be fine in my world, until I ventured a little too far and it needed to load new chunks. Here is the crash report:

    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(

    Time: 12/21/13 1:07 PM
    Description: Ticking memory connection

    java.lang.IllegalArgumentException: n must be positive
    at java.util.Random.nextInt(Unknown Source)
    at drzhark.customspawner.CustomSpawner.performWorldGenSpawning(CustomSpawner.java:1106)
    at drzhark.mocreatures.MoCEventHooks.peformCustomWorldGenSpawning(MoCEventHooks.java:43)
    at net.minecraftforge.event.ASMEventHandler_9_MoCEventHooks_peformCustomWorldGenSpawning_Populate.invoke(.dynamic)
    at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
    at net.minecraftforge.event.EventBus.post(EventBus.java:108)
    at net.minecraftforge.event.terraingen.TerrainGen.populate(TerrainGen.java:36)
    at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:551)
    at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:258)
    at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1253)
    at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
    at net.minecraft.server.management.PlayerInstance.(PlayerInstance.java:43)
    at net.minecraft.server.management.PlayerManager.func_72690_a(SourceFile:208)
    at net.minecraft.server.management.PlayerManager.func_72685_d(SourceFile:337)
    at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:282)
    at net.minecraft.network.NetServerHandler.func_72498_a(NetServerHandler.java:405)
    at net.minecraft.network.packet.Packet10Flying.func_73279_a(SourceFile:136)
    at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
    at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
    at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
    at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at java.util.Random.nextInt(Unknown Source)
    at drzhark.customspawner.CustomSpawner.performWorldGenSpawning(CustomSpawner.java:1106)
    at drzhark.mocreatures.MoCEventHooks.peformCustomWorldGenSpawning(MoCEventHooks.java:43)
    at net.minecraftforge.event.ASMEventHandler_9_MoCEventHooks_peformCustomWorldGenSpawning_Populate.invoke(.dynamic)
    at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
    at net.minecraftforge.event.EventBus.post(EventBus.java:108)
    at net.minecraftforge.event.terraingen.TerrainGen.populate(TerrainGen.java:36)
    at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:551)
    at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:258)
    at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1253)
    at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
    at net.minecraft.server.management.PlayerInstance.(PlayerInstance.java:43)
    at net.minecraft.server.management.PlayerManager.func_72690_a(SourceFile:208)
    at net.minecraft.server.management.PlayerManager.func_72685_d(SourceFile:337)
    at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:282)
    at net.minecraft.network.NetServerHandler.func_72498_a(NetServerHandler.java:405)
    at net.minecraft.network.packet.Packet10Flying.func_73279_a(SourceFile:136)
    at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
    at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)

    -- Ticking connection --
    Details:
    Connection: [email protected]
    Stacktrace:
    at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
    at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)

    -- System Details --
    Details:
    Minecraft Version: 1.6.4
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_21, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 221825968 bytes (211 MB) / 543096832 bytes (517 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
    AABB Pool Size: 4050 (226800 bytes; 0 MB) allocated, 3738 (209328 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 6, tallocated: 62
    FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 14 mods loaded, 14 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CodeChickenCore{0.9.0.6} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Core{4.1.2} [BuildCraft] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Builders{4.1.2} [BC Builders] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Energy{4.1.2} [BC Energy] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Factory{4.1.2} [BC Factory] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Transport{4.1.2} [BC Transport] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BuildCraft|Silicon{4.1.2} [BC Silicon] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ChickenChunks{1.3.3.3} [ChickenChunks] (ChickenChunks 1.3.3.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CustomSpawner{2.3.1} [DrZhark's CustomSpawner] (CustomMobSpawner 2.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MoCreatures{6.0.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    EnderStorage{1.4.3.5} [EnderStorage] (EnderStorage 1.4.3.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 1082 (60592 bytes; 0 MB) allocated, 749 (41944 bytes; 0 MB) used
    Player Count: 1 / 8; [EntityPlayerMP['Manic_Cure'/165, l='New World', x=963.92, y=85.13, z=485.02]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'

    Can anyone help?
    Posted in: Minecraft Mods
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