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    posted a message on water end demension
    lol so basicly a mob that is to squids what pigmen are to pigs? that would be hilarious! I'll try to add that too! :D (I'm working on another mod for someone else so I'm gonna get that to a working version then start on this)
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Sign replacement mod.. thing.
    Sounds good to me :) been playing for a LONG time and coding for longer but I just started modding seriously so I just am going through the requests and I'm gonna attempt as many as I can!
    Posted in: Requests / Ideas For Mods
  • 2

    posted a message on water end demension
    so basicly you just want to add a new dimension, have a custom world generator that makes it all water and add blue slime mobs? that doesn't seem too hard... I need to brush up on dimensions and terrain generation but I'll let you know if I get anywhere :)
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Please
    just use the technic pack lol it has all of that and more plus i bet you could find an older version for 1.2.5

    technicpack.net
    Posted in: Mods Discussion
  • 0

    posted a message on Sign replacement mod.. thing.
    so it sounds like you don't want to swap the sign but just change out the string it displays... hmm I'll check out how the signEntity stores it and see what i can do :)
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Paying $100 for java programmer
    haha naw I'm not that good at modding yet, still working on my first (or i guess second now?) but I had been wanting to learn how to add commands and this gave me the kick in the pants I needed :D thanks though, always nice to hear I'm doing stuff other people like to! right now I mod just because I wan't to customize minecraft more than some mods let meoh and I messaged the original poster the link to my basic version and the finalized command usage, here it is if anyone is interested and I am adding more to it today (gonna have doors and chests that require a set rank to access as well as buttons, levers, pressure pads and trip wires! :D I got really excited about the possibilities!!!)

    here is a link to the test version I made.
    Commands added (must be run on a server obviosly and as OP):
    /rank-up <target>
    /get-rank <target>
    /set-rank <target> <rank>

    link is https://mega.co.nz/#...oBV0XW8JfEmooMs
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Paying $100 for java programmer
    Ok, I just sat down and coded for a bit, I added the commands "/rank-up <player>" (increments target player's rank by 1), "/get-rank <target>" (tells you the targeted player's rank if they have one) and "/set-rank <target> <rank>" (sets target player's rank to 'rank')

    all of these commands require you to be opped (I can add in the feature that the sender can only use the commands on targets of lower rank then themselves if you want) and the player's rank is saved in the PlayerEntityMP's EntityData accessibly by using this code

    //sender is ICommandSender, target is String
    EntityPlayerMP targetEntity = func_82359_c(sender, target); // this can be replaced if you have the entity already (ex. BlockActivated's par1PlayerEntity which is run on a block right click)
    	 NBTTagCompound tag = target.getEntityData();
    	 NBTBase modeTag = tag.getTag("PlayerRank");
    	 if(modeTag == null)
    	 {
    	 //player has no rank
    	 }
    	 else
    	 {
    	 //player has rank, display to sender
    	 int rank = tag.getInteger("PlayerRank");
    	 }


    to the best of my knowledge so far (haven't had time to use this with multiple accounts on a real server, just tested it on the 'open to lan' world on my self) the rank setting is persistent for the user.

    does this sound like what you wanted? I can link you the files if you want and you can test it out and tell me what else you want/need it to do :)

    it sounds like he wants to make a dumbed down version of permissions where it only keeps track of a rank level, IDK though it did seem a little to easy :)
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on How to save custom data with a Player?
    may be a stupid question but is this data persistent across server access? meaning if Player A starts a server which Player B connects to and the server sets EntityData for Player B, will this data be the same the next time Player B connects to Player A's server?
    Posted in: Modification Development
  • 0

    posted a message on Paying $100 for java programmer
    can you be more specific? are you looking just to add a server command that allows a ranking system and if a person is opped, they can /rank-up people
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.4.5][Forge] Container-Based Gui Tutorial
    anyone? Still can't figure out how to allow it to add items without opening the GUI first, it gives a null pointer exception for the container whenever I try
    Posted in: Tutorials
  • 0

    posted a message on [1.4.5][Forge] Container-Based Gui Tutorial
    I'm making a modified Quarry which has internal storage so I have the Block.class, Entity.class (which implements IInventory), GUI.class, Container.class and GUI Handler.class made (not the actual names, just what they do) and I am having a difficult time letting the TileEntity, which mines the blocks, add the mined blocks to its inventory. I can get it to work once the GUI is loaded (I'm guessing this is because the Container is created) but once the GUI is closed and reopened, the inventory is not there (figured out it just looked like it was skipping blocks). So basically my question is, is there an easy way to add items to a TIleEntity's own storage without needing to open the GUI first. Here is the snippet which I try to add the item in.
    //myContain is a Container which I set in the QuarryContainer constructor
    //inventoryfree is to make sure the inventory is not full (also for graphics stuff)
    if(myContain != null && inventoryfree > 0)
    {
    inventoryfree -= item.stackSize;
    myContain.mergeItemStack(item, 0, 27, false);
    }
    else
    {
    System.out.println("Container Null or Full");
    }

    any help would be amazing :D thanks!
    Posted in: Tutorials
  • 0

    posted a message on [1.4.6] Star Block and other fun things
    thanks :D yeah I'm thinking of adding a recipe (9 obsidian to give you bedrock which you can then move around with the diamond magnet/hammer (have to call the tools something) and be able to make indestructible walls in single player. I am also working on making a simple quarry that runs on coal, has a medium amount of internal storage and cuts out stairs into the walls as it goes (for other horizontal mineshafts). Right now I am working on getting the GUI made and having it store the items in it's inventory
    Posted in: WIP Mods
  • 0

    posted a message on [1.4.6] Star Block and other fun things
    here is the link to what I have so far if anyone is interested

    https://mega.co.nz/#!bExlEKzB!WemVsRW1C0iEM8sBvg0ReT3xBg1at4mM9tTRp-YyL0U
    Posted in: WIP Mods
  • 0

    posted a message on [1.4.6] Star Block and other fun things
    just added a basic tool which i have been wanting for a while, a push and pull tool to move blocks around in the world. the push tool moves the block away from whichever face you click on with it and the pull moves towards the face. This is pretty basic but I love the idea of being able to move blocks around instead of breaking and replacing them. in survival it may be a little over powered but in later versions I may have different levels of the tools which are able to be used on more blocks (ie. a wooden version cannot move bedrock or obsidian but it can move dirt, plants, etc)
    Posted in: WIP Mods
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    posted a message on [1.4.6] Star Block and other fun things
    So as the tile says, I am trying to take the boring, top only EndPortal block and use it's special rendering class as a baseline and turn that effect into a full, placeable block! Not only will this look REALLY cool in any house, this will work very well for any space Adventure maps as all you have to do to make a REALLY cool space effect out of a 'window' of your 'spaceship' is place these and it will have the same infinity effect. Currently I have the top and bottom rendering and I am slowly but surely adding each face! I also plan on adding more items later but this is my first real mod and I am gonna work slowly and make sure each piece works first before releasing the final version.
    Posted in: WIP Mods
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