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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from WiduX»

    Just wanted to pop in and see if anyone else has encountered an issue with ReactorCraft where the achievement for mining Pitchblende is impossible to obtain. I've tried on my server, and on singleplayer (in survival), and I can never get the achievement. This being the first achievement, it is preventing me from getting any of the others. I can get achievements in other mods just fine, including RotaryCraft.


    In case this is related to the mods I have installed, here is the list.


    Thanks.


    Just wanted to re-mention, and see if anyone has any info.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Just wanted to pop in and see if anyone else has encountered an issue with ReactorCraft where the achievement for mining Pitchblende is impossible to obtain. I've tried on my server, and on singleplayer (in survival), and I can never get the achievement. This being the first achievement, it is preventing me from getting any of the others. I can get achievements in other mods just fine, including RotaryCraft.


    In case this is related to the mods I have installed, here is the list.


    Thanks.

    Posted in: Minecraft Mods
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    posted a message on How to make a block place another block in front of it
    If you're going to attempt to make mods, at least don't use junk like MCreator. You won't get anywhere, won't learn anything, and will constantly need to ask for help with the most basic things. There's a reason why there's no good mods that are made with these kinds of tools. There's hundreds of tutorials on these forums, and it's easy to get started.
    Posted in: Modification Development
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    posted a message on Recompile error Please help
    Quote from thejester105

    Ok, so basically my code will work and its ok I just need the latest of version of java (or just update it)


    Theoretically, yes.
    Posted in: Modification Development
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    posted a message on Recompile error Please help
    Try updating your Java. There is a bug in Java on some versions (info here) where this error appears, even though the code is valid.
    Posted in: Modification Development
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    posted a message on Recompile error Please help
    You've got 55 warnings, most of which are due to deprecation (You're using outdated code, and the supposed "proper" way to do it has changed).

    The 1 error that there is (At the bottom) says "illegal forward reference". This means that you're trying to use an object before / while it is being defined. That is all I can tell you without more information (Your "TheExtendedMod" and "ExtendedModItems" classes).
    Posted in: Modification Development
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    posted a message on [Forge mod loader] Custom worldGenerator only generates in 1 chunk
    Hey there, I think I may know what the issue (or another one) is.

    In your code, you have:
    if (b.biomeName == "desert" || b.biomeName == "river" || b.biomeName == "tundra" || b.biomeName == "ice plains" || b.biomeName == "ocean" || b.biomeName == "taiga")


    In Java, comparing Strings is a little weird. There's a great explanation on how it works that you can find here.

    Instead of using the above code, you would want to use the following:
    if (b.biomeName.equalsIgnoreCase("desert") || b.biomeName.equalsIgnoreCase("river") || b.biomeName.equalsIgnoreCase("tundra") || b.biomeName.equalsIgnoreCase("ice plains") || b.biomeName.equalsIgnoreCase("ocean") || b.biomeName.equalsIgnoreCase("taiga"))

    I've used .equalsIgnoreCase(), because it will return true if the biome name is "Ocean", and you're comparing it to "ocean", where .equals() would return false. I do see that you are doing a .toLowerCase(), and this now becomes unneccessary. Either way though, Using == will fail in this case.

    Now, that would potentially work, but there's an even better way to do it. Instead of looking up the biome name, which is somewhat unreliable, as you can easily make a typo and not see the mistake, you should check the biome against the biomes list. This way, if you spell it wrong, you'll get a compilation error (There's probably also some other advantages).

    That said, it may be appropriate to compare names in certain scenarios. Let's say you want your mod to have nice interaction with another mod that adds biomes. If you don't want to use the mod's API (Or it doesn't exist), it can be very useful to check if the name matches (Just be aware of the pitfalls outlined above).

    Here's the code if you were to look up the biome against the list of biomes:
    if(b == BiomeGenBase.desert || b == BiomeGenBase.river || b == BiomeGenBase.icePlains || b == BiomeGenBase.ocean || b == BiomeGenBase.taiga || b == BiomeGenBase.taigaHills)


    Note that I've added "taigaHills" and removed "tundra", as I believe it is the same as "ice plains".

    This will solve your issue that it's not eliminating invalid biomes, but I'm not sure about the generation problem. Something that I've found extremely useful is to add a "System.out.println("Checkpoint A");" in every if statement and beside important code (Such as the actual generating of the tree). This allows you to see the flow of the program, and typically if all calls to generate() end up in the same checkpoint, you can find out what is going wrong.

    EDIT: Oops. That came out a little long :/
    Posted in: Modification Development
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    posted a message on [DEAD] The Laser Mod
    Hey guys, I just wanted to explain the inactivity from me on all of my mods and this.

    Recently I've been getting more and more fed up with the constant junk coming from Mojang, the constant changes in Forge and the community in general. This is really discouraging me from doing the modding, which is the reason my mods are still for 1.2.5 only. Recently it's just gone too far, and I'm dropping my mods and the laser mod completely. If I don't have fun making the mods, the content and code is going to turn out terrible, and I don't want that to happen.

    EDIT: Fixed spelling.
    Posted in: Minecraft Mods
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    posted a message on [DEAD] The Laser Mod
    Quote from zombiepig333

    Blame that on the texture re-structure XD.

    @Widux, Webmilo: I really appreciate that you guys are continuing the work of the previous devs on this mod. Hopefully it can make a huge comeback!!!


    I hope so too :D
    Posted in: Minecraft Mods
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    posted a message on [DEAD] The Laser Mod
    Quote from Georg_958

    Can you deploy a second version for 1.4.7?
    Please?


    Here's an easier solution: Update to 1.5.1. It will most likely be another 1-2 weeks before this mod is in a finished state, and by then most of the other mods should be updated.
    Quote from Zurxees


    Guys, just think of how hard it is for someone to update with people always pestering them about it. Its even WORSE when some are asking you to update, and others are asking you to DOWNGRADE.

    Also, this ^.
    Posted in: Minecraft Mods
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    posted a message on [DEAD] The Laser Mod
    Quote from nittywitmin7

    will this be for 1.4.7 or 1.5? caus im making a personal mod pack for myself and it's based off of 1.4.7 and i want this mod in. looks awesome


    The mod is being developed for Minecraft 1.5.1.
    Posted in: Minecraft Mods
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    posted a message on [DEAD] The Laser Mod
    Remember guys, for the most recent information about development, follow us on Twitter. I'll be posting regularly from now on about how development is progressing. You can find our Twitter accounts that we'll be using here:

    https://twitter.com/WiduXUpdates
    https://twitter.com/Webmilio
    Posted in: Minecraft Mods
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    posted a message on [DEAD] The Laser Mod
    We're working hard to get you guys the mod you love. Until then, please be patient, as we can't work on it full-time.
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.5] Icons and Block Textures
    Quote from marko5049

    What the hell was notch thinking, the new texture system has screwed up iconIndex, blockIndexInTexture

    BlockBlock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/mod/BlockBlock.png", 0);
    Blockitem.iconIndex = ModLoader.addOverride("/terrain.png", "/mod/BlockItem.png", 0);


    raaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaage!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


    I do believe you mean Jeb and Dinnerbone...
    Posted in: Tutorials
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    posted a message on [1.5] Icons and Block Textures
    Quote from StrangeOne101

    I still can't get the item metadatas, with the names, to work.

    Can someone give me an example? I could probably do it with a block due to all the code above but..


    Edit: I found it. I just uses this.

    protected Icon[] icon = new Icon[2]; //Replace 2 with however many metadata you want
    
    @Override
    public void func_94581_a(IconRegister iconRegister)
    {
    icon[0] = iconRegister.func_94245_a("yourmod:item1");
    icon[1] = iconRegister.func_94245_a("yourmod:item2");
    }
    
    @SideOnly(Side.CLIENT)
    public Icon getIconFromDamage(int i)
    {
    return iconChunk[i]; //return the icon
    }
    }


    Hope this helps someone else.


    Just thought I might point out that in vMC, it seems to be standard to use youritem_0, youritem_1 with underscores. Otherwise, that's how I did it too and it works.
    Posted in: Tutorials
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