Hey when adding gem craft I got this error
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:201)
at ModLoader.readFromClassPath(ModLoader.java:1061)
at ModLoader.init(ModLoader.java:741)
at ModLoader.AddAllRenderers(ModLoader.java:120)
at sd.<init>(sd.java:60)
at sd.<clinit>(sd.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:282)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: Slot 100 is already occupied by BlockSpikes@7fefa490 when adding BlockSpecialOre@4e1d2b8e
at to.<init>(SourceFile:243)
at to.<init>(SourceFile:256)
at BlockSpecialOre.<init>(BlockSpecialOre.java:13)
at mod_GemCraft.<clinit>(mod_GemCraft.java:350)
... 15 more
May 3, 2011 5:03:51 PM ModLoader AddAllRenderers
FINE: Initialized
I'm ONLY using your mods so you should check the block slots so your not over lapping. I might come back and edit more here. I think even though its compatible with mod loader its not using modloader you might want to try that that way these conflicts will stop happening... or should at least.
Love teh mod though! :biggrin.gif:
Quote from PROWNE »
When I created my mods, we still had the limit of 1-127 block IDs (without using More Block IDs). I made all of these IDs within that range to keep external mods users had to install to a minimum. Because large mods take up many IDs, it is hard to keep other ones compatible without breaching that limit. However, now that we have a 1-255 range, there are a lot more ID slots available, which I haven't yet taken advantage of.
And all of my mods do use ModLoader, they require it.
Why can I not have more than one of these mods at once? Is there a way to fix this?
(I'm talking about PROWNE's mods working together, not other mods working with PROWNE's mods.)
When I created my mods, we still had the limit of 1-127 block IDs (without using More Block IDs). I made all of these IDs within that range to keep external mods users had to install to a minimum. Because large mods take up many IDs, it is hard to keep other ones compatible without breaching that limit. However, now that we have a 1-255 range, there are a lot more ID slots available, which I haven't yet taken advantage of.
Have you changed any block IDs? If so, make sure to keep them in the 1-255 range. Line 13 is where the block is initialized and the ID and terrain index sprite is sent back to the main Block class.
Fixed Light Bulbs, I have no idea how the recipe bug slipped through my radar.
Quote from IronIngot »
Could I have the source of Light Bulbs? Have to change the ID of the shard, light bulb item and block to be craftable when I change the IDs in the property file.
"Have to"? I have no idea why you would need to do this, so no.
Hey, Prowne! I was planning on making a paintball mod and I was wondering how you coded your ballistic knife mod. Mine basically will be the same except it will look different, be crafted differently, and have a farther shooting radius.
I was wondering if you have any tips on how you made this, because right now I am clueless. :tongue.gif:
Just take a look at the code for the bow and arrows. The bow works like this: when the player right clicks it checks to see if it's able to "consume" an arrow. If it can, it spawns an arrow entity at the player with the same rotation angles as the player, then takes Vec3D lines to figure out the velocity and flight path. To make that arrow entity (or in your case your fired paintball) you'll have to create two new classes, the entity and the renderer. You can pretty much copy and paste the code from the arrows to do this.
Can you change the ballistic knife sound so it sounds like a ballistic knife thnx
also when you left click with ballistic knife its 1 hit kill
Meanwhile love your mods! << they get owned when they sneak up
diamonds for you
When I was making the ballistic knife mod I tried looking for a sound everywhere, but couldn't find one. I couldn't rip the sound from B.O. because the sound quality was too low and saturated with bullet sound effects as well. Please, if you have a ballistic knife sound effect, send it to me.
Out of curiosity Prowne, What does it take to update realistcraft?
Since RealistiCraft modifies so many default class files, I'll have to merge the old code into the new java files.
Quote from jag272 »
just found this thread and you've got some very good ideas going here. downloaded and installed the updated 1's and i'll definetely be checking often to see when the others update. once again great ideas here =)
Thank you :smile.gif:
Quote from j4ke002 »
When is RealistiCraft being updated again? I really need it for minecraft, I am trying to make one of the hardest minecraft realities possible lol
I haven't started on RealistiCraft (I'm going alphabetically), but if you truly need it I'll make it a priority. Expect it later today.
I love your Mods but I'm installing the updated versions and the read-me doesn't tell me what to do with the PROWNE folder (or I'm missing something extremely obvious), I forgot what I did last time and any help would be appreciated.
You just put the folder in the jar along with the other class files, sorry for not putting that in the readme.
Thanks for the help. Also I was wondering, if you have more than one type of arrow in your inventory which one does the bow fire? Thanks again.
It's a sort of preference system. It'll go through different types in order, down a list. It's too complicated to post the full details here.
I love your Mods but I'm installing the updated versions and the read-me doesn't tell me what to do with the PROWNE folder (or I'm missing something extremely obvious), I forgot what I did last time and any help would be appreciated.
You just put the folder in the jar along with the other class files, sorry for not putting that in the readme.
acording to the thread of mo foodz it is you who started it :smile.gif:
why is it not included in your collection nor updated?
First question: I haven't bothered to add the link on this thread, I prefer to have my larger, stand-alone mods separate from my smaller ones. Second question: I haven't had the time to.
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I've edited your code samples, just look for my commented out sections.
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And all of my mods do use ModLoader, they require it.
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I'll tackle the code, I just need the artwork to go along with it.
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When I created my mods, we still had the limit of 1-127 block IDs (without using More Block IDs). I made all of these IDs within that range to keep external mods users had to install to a minimum. Because large mods take up many IDs, it is hard to keep other ones compatible without breaching that limit. However, now that we have a 1-255 range, there are a lot more ID slots available, which I haven't yet taken advantage of.
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Have you changed any block IDs? If so, make sure to keep them in the 1-255 range. Line 13 is where the block is initialized and the ID and terrain index sprite is sent back to the main Block class.
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"Have to"? I have no idea why you would need to do this, so no.
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Just take a look at the code for the bow and arrows. The bow works like this: when the player right clicks it checks to see if it's able to "consume" an arrow. If it can, it spawns an arrow entity at the player with the same rotation angles as the player, then takes Vec3D lines to figure out the velocity and flight path. To make that arrow entity (or in your case your fired paintball) you'll have to create two new classes, the entity and the renderer. You can pretty much copy and paste the code from the arrows to do this.
- PROWNE
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When I was making the ballistic knife mod I tried looking for a sound everywhere, but couldn't find one. I couldn't rip the sound from B.O. because the sound quality was too low and saturated with bullet sound effects as well. Please, if you have a ballistic knife sound effect, send it to me.
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Since RealistiCraft modifies so many default class files, I'll have to merge the old code into the new java files.
Thank you :smile.gif:
I haven't started on RealistiCraft (I'm going alphabetically), but if you truly need it I'll make it a priority. Expect it later today.
- PROWNE
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It's a sort of preference system. It'll go through different types in order, down a list. It's too complicated to post the full details here.
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You just put the folder in the jar along with the other class files, sorry for not putting that in the readme.
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+1 Support, I like the idea.
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First question: I haven't bothered to add the link on this thread, I prefer to have my larger, stand-alone mods separate from my smaller ones. Second question: I haven't had the time to.