• 0

    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    You should think about adding IC and BC mods to your 'requirements' list, seeing as you'll be needing those to power the machines from your mod, but correct me if I'm wrong.. unless you have plans to implement your own power sources in the future?
    Posted in: Minecraft Mods
  • 0

    posted a message on Replacement Part Needed
    Everybody makes mistakes.. ;n.n
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Replacement Part Needed


    You're welcome. I had been hanging onto this one for a while.. If you want a falling edge just reverse the repeater delays.
    Enjoy! :]
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Why is my custom arrow invisible?
    Quote from ocomobock

    This was a problem with the 1.3 update, so if you started it a month ago it shouldn't be a problem for you. But I'll tell you anyways just in case.

    For me, all I had to do was replace

    if (!par2World.isRemote)
    {
    par2World.spawnEntityInWorld(var8);
    }


    in my Bow class with

    par2World.spawnEntityInWorld(var8);


    I hope that works for you.


    OMG!

    This might seems strange, but, I love you. :I

    I only say this because after spending a day and a half, sifting through source code, and visiting dozens of various forum posts because I was having the same problem with spawning my projectiles, this worked like a charm. Now I just have to put on the custom texture. :D

    Thanks a TON!
    Posted in: Modification Development
  • 0

    posted a message on TechGuy's Modding Tutorials
    Quote from ChillyConCarnage

    Sorry to post again but it seems like minecraft isn't recognising my mod any more.
    Here is my code to see if their is something wrong.
     package net.minecraft.src;
    
    import java.util.Random;
    
    public class mod_ElderCraft
    {
    public static final Block Orichalcum = new BlockOrichalcum(130, 0).setBlockName("Orichalcum Ore").setHardness(3F).setResistance(5F).setLightValue(0F);
    public static final Block Ebony = new BlockEbony(131, 0).setBlockName("Ebony Ore").setHardness(3F).setResistance(5F).setLightValue(0F);
    public static final Block MoonStone = new BlockMoonStone(132, 0).setBlockName("MoonStone Ore").setHardness(3F).setResistance(5F).setLightValue(0F);
    public static final Block Malachite = new BlockMalachite(133, 0).setBlockName("Malachite Ore").setHardness(3F).setResistance(5F).setLightValue(0F);
    public static final Block QuickSilver = new BlockQuickSilver(134, 0).setBlockName("QuickSilver Ore").setHardness(3F).setResistance(5F).setLightValue(0F);
    public static final Block Silver = new BlockSilver(135, 0).setBlockName("Silver Ore").setHardness(3F).setResistance(5F).setLightValue(0F);
    public static final Block Corundum = new BlockCorundum(136, 0).setBlockName("Corundum Ore").setHardness(3F).setResistance(5F).setLightValue(0F);
    	   public void load()
    	   {
    			   Orichalcum.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/Images/Orichalcu.png");
    			   Ebony.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/Images/Ebony.png");
    			   MoonStone.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/Images/MoonStone.png");
    			   Malachite.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/Images/Malachite.png");
    			   QuickSilver.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/Images/QuickSilver.png");
    			   Silver.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/Images/Silver.png");
    			   Corundum.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/Images/Corundum.png");
    			   ModLoader.registerBlock(Orichalcum);
    			   ModLoader.registerBlock(Ebony);
    			   ModLoader.registerBlock(MoonStone);
    			   ModLoader.registerBlock(Malachite);
    			   ModLoader.registerBlock(QuickSilver);
    			   ModLoader.registerBlock(Silver);
    			   ModLoader.registerBlock(Corundum);
    			   ModLoader.addName(Orichalcum, "Orichalcum Ore");
    			   ModLoader.addName(Ebony, "Ebony Ore");
    			   ModLoader.addName(MoonStone, "MoonStone Ore");
    			   ModLoader.addName(Malachite, "Malachite Ore");
    			   ModLoader.addName(QuickSilver, "QuickSilver Ore");
    			   ModLoader.addName(Silver, "Silver Ore");
    			   ModLoader.addName(Corundum, "Corundum Ore");
    
    
    	   }
    
    	   public void generateSurface(World world, Random random, int chunkX, int chunkZ)
    	   {
    			   for(int i = 0; i < 100000; i++)
    			   {
    					   int randPosX = chunkX + random.nextInt(16);
    					   int randPosY = random.nextInt(128);
    					   int randPosZ = chunkZ + random.nextInt(16);
    					   (new WorldGenMinable(Orichalcum.blockID, 25)).generate(world, random, randPosX, randPosY, randPosZ);
    			   }
    	   }
    
    
    	   public String getVersion()
    		 {
    						 return "1.2.5";
    		 }
    
    }

    Also the block gen won't work... In Eclipse, World and Random won't go blue... I don't think it recognises the World.java class. As you can see I changed the spawn rate very high so its not that I just Can't find them....

    Thanks again.

    ~ChillyConCarnage

    Try importing this at the beginning just replace it with the "Random" imported utility.

    import java.util.*;

    I think your problem is you don't have the "world" imported but just use the code above and you should be fine.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Mrsal511's Modding Tutorials (With Video)
    you have your bornite ore set to "...(new BlockPlatinumOre..."
    Everything else looks superb! :]
    Posted in: Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    To simplify your code instead of doing:
    ..., new Object[]
    {"###" Character.valueOf('#'), *BLOCKNAME*});
    Do
    ... new Object []
    {"###" '#', *BLOCKNAME*}
    Ex:
    ModLoader.addRecipe(new ItemStack(Block.obsidian, 6), new Object []
    {
    "LLL", "WWW", "LLL", 'L', Item.bucketWater, 'W', Item.bucketWater
    });
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    Quote from ChillyConCarnage

    Thanks :)
    So do I repeat that 6 times for each ore?

    Multiple ores?
    Just copy the *for* statement and paste it below the other one but keep it in the *generateSurface* just change the values and name of each ore to your liking. :]
    Should work fine.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    Put it right above your getVersion() string.
    example
    public void generateSurface(World world, Random rand, int chunkX, int chunkZ)
    {
    for(int a = 0; a < 12; a++)
    {
    int randPosX = chunkX + rand.nextInt(16);
    int randPosY = rand.nextInt(69);
    int randPosZ = chunkZ + rand.nextInt(16);
    (new WorldGenMinable(****.blockID, 10)).generate(world, rand, randPosX, randPosY, randPosZ);
    }
    }
    
    public String getVersion()
    {
    return("1.2.5");
    }
    }
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.4.7][Forge](19/2/13) Ducky's Modding Tutorials! Make Your Blocks NICE!
    Quote from MC_DucksAreBest

    Create A File Model**** And Add All Of That Then Copy The render Method And Rename It renderAll And Get Rid Of First Two Line With And Then Replace All The Other Things(Mental Black) And Replace With 0.0625 Example:

    public void renderAll(){
    thing1.render(0.0625F);
    thing2.render(0.0625F);
    }

    But If You Want To Replace The Normal Torch Then Inbox Me!

    Wait so make a new "RenderAll".java get rid of two error lines and replace everything AFTER the second error fix with
    public void renderAll(){
    thing1.render(0.0625F);
    thing2.render(0.0625F);
    }

    ?
    Posted in: Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    Quote from Gbear605

    This is a weird one.
    So, I'm trying to make chainmail armor craftable. I do have a chainlink item, etc..
    This is my code:

    				ModLoader.addRecipe(new ItemStack(Item.bootsChain, 1), new Object [] {"# #", "# #", Character.valueOf('#'), ChainLink.shiftedIndex});
    				ModLoader.addRecipe(new ItemStack(Item.plateChain, 1), new Object [] {"# #", "###", "###",  Character.valueOf('#'), ChainLink.shiftedIndex});
    				ModLoader.addRecipe(new ItemStack(Item.helmetChain, 1), new Object [] {"###", "# #", Character.valueOf('#'), ChainLink.shiftedIndex});
    				ModLoader.addRecipe(new ItemStack(Item.legsChain, 1), new Object [] {"###", "# #", "# #", Character.valueOf('#'), ChainLink.shiftedIndex});


    I'm using eclipse, and it doesn't show any errors. When I run minecraft, I get:
    java.lang.NullPointerException
    at net.minecraft.src.CraftingManager.addRecipe(CraftingManager.java:398)
    at net.minecraft.src.ModLoader.addRecipe(ModLoader.java:412)
    at net.minecraft.src.mod_DiamondDust.load(mod_DiamondDust.java:122)
    at net.minecraft.src.ModLoader.init(ModLoader.java:856)
    at net.minecraft.src.ModLoader.addAllRenderers(ModLoader.java:157)
    at net.minecraft.src.RenderManager.<init>(RenderManager.java:85)
    at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:12)
    at net.minecraft.client.Minecraft.startGame(Minecraft.java:424)
    at net.minecraft.client.Minecraft.run(Minecraft.java:786)
    at java.lang.Thread.run(Thread.java:680)


    Any help?

    Try
    				ModLoader.addRecipe(new ItemStack(Item.bootsChain, 1), new Object [] {"# #", "# #", '#', ChainLink});
    				ModLoader.addRecipe(new ItemStack(Item.plateChain, 1), new Object [] {"# #", "###", "###",'#', ChainLink});
    				ModLoader.addRecipe(new ItemStack(Item.helmetChain, 1), new Object [] {"###", "# #",('#', ChainLink});
    				ModLoader.addRecipe(new ItemStack(Item.legsChain, 1), new Object [] {"###", "# #", "# #",'#', ChainLink});


    Assuming you only got those exceptions after adding your recipe..
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.4.7][Forge](19/2/13) Ducky's Modding Tutorials! Make Your Blocks NICE!
    I made a model using Techne now I need Minecraft to render it as I have made it. Its a custom torch but its not shaped the same as the default torch. How do I tell Minecraft to use this model instead?
    Posted in: Tutorials
  • 0

    posted a message on [1.4.7][Forge](19/2/13) Ducky's Modding Tutorials! Make Your Blocks NICE!
    Can you give me an idea as to how to assign my Techne model to my block?
    Posted in: Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    Can anybody give me a hand assigning my Techne Model file to the block I want it to represent?
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on TheInstitution's Modding Tutorials + FORGE TUTS
    Quote from TheInstitution

    Which tutorial?



    Change GenerateSurface to generateSurface

    ⌐_⌐... Such a simple fix.. I really need to pay more attention in the future. Many thanks!! :D
    Quote from CowedOffACliff

    public void onEntityWalking(World par1World, int par2, int par3, int par4, Entity entity)
    	{
    	 if(entity instanceof EntityLiving)
    		  {
    		  entity.attackEntityFrom(DamageSource.inFire, 4);
    		  }
    	}


    Also I have to see the code for the other problem to tell you what's wrong.

    Ok cool thx! TheInstitutions solved the other. Thanks again you guys were big help! :]
    Posted in: Tutorials
  • To post a comment, please .