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  • iAd4m
  • Registered Member
  • Member for 8 years, 6 months, and 28 days
    Last active Wed, Jan, 14 2015 19:01:14
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  • 129 Total Posts
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  • View iAd4m's Profile

    1

    May 18, 2013
    iAd4m posted a message on [1.5.2 > 1.7.10]Forge Dimension Tutorial + Multi Biome Dimension + Ore Gen + Basic House Gen + Tree Gen + SkyRenderer [GitHub(
    I fixed the problem,
    Instead of doing: public static Block marsGrass; then defining it in Load method, im just defining it at the public static Block marsGrass; Thanks for ur help anyways :)
    Posted in: Mapping and Modding Tutorials
  • View iAd4m's Profile

    1

    May 18, 2013
    iAd4m posted a message on [1.5.2 > 1.7.10]Forge Dimension Tutorial + Multi Biome Dimension + Ore Gen + Basic House Gen + Tree Gen + SkyRenderer [GitHub(
    yes,



    package iad4m;

    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    import net.minecraft.item.Item;
    import net.minecraft.world.biome.BiomeGenBase;
    import net.minecraft.world.biome.BiomeGenDesert;
    import net.minecraftforge.common.DimensionManager;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.Mod.Init;
    import cpw.mods.fml.common.event.FMLInitializationEvent;
    import cpw.mods.fml.common.network.NetworkMod;
    import cpw.mods.fml.common.registry.GameRegistry;
    import cpw.mods.fml.common.registry.LanguageRegistry;
    import iad4m.blocks.*;
    import iad4m.dimensions.BiomeGenMars;
    import iad4m.dimensions.WorldProviderMars;


    @Mod(modid = iAd4m.modid, name = "iAd4m", version = "0.1")
    @NetworkMod(clientSideRequired = true, serverSideRequired = false)
    public class iAd4m
    {
    public static final String modid = "iAd4m";

    public static Block marsGrass;
    public static Block marsPortal;

    public static int marsid = -20;

    public static final BiomeGenBase mars = new BiomeGenMars(25);

    @Init
    public void load(FMLInitializationEvent event)
    {
    marsGrass = new MarsGrass(3000, Material.grass).setUnlocalizedName("marsGrass");
    marsPortal = new MarsPortal(3001).setUnlocalizedName("marsPortal");

    GameRegistry.registerBlock(marsGrass, modid + (marsGrass.getUnlocalizedName().substring(5)));
    GameRegistry.registerBlock(marsPortal, modid + (marsPortal.getUnlocalizedName()));

    LanguageRegistry.addName(marsGrass, "Mars Grass");
    LanguageRegistry.addName(marsPortal, "Mars Portal");

    DimensionManager.registerProviderType(marsid, WorldProviderMars.class, true);
    DimensionManager.registerDimension(marsid, marsid);
    }
    }
    Posted in: Mapping and Modding Tutorials
  • View iAd4m's Profile

    1

    May 18, 2013
    iAd4m posted a message on [1.5.2 > 1.7.10]Forge Dimension Tutorial + Multi Biome Dimension + Ore Gen + Basic House Gen + Tree Gen + SkyRenderer [GitHub(
    but thats just for making the actual portal i can still go to the dimension with the portal block
    Posted in: Mapping and Modding Tutorials
  • View iAd4m's Profile

    1

    May 18, 2013
    iAd4m posted a message on [1.5.2 > 1.7.10]Forge Dimension Tutorial + Multi Biome Dimension + Ore Gen + Basic House Gen + Tree Gen + SkyRenderer [GitHub(
    canBlockCatchFire error? and tryToCreatePortal errorthose are my only problemsForge 1.5.2 latest as of may 17th
    Posted in: Mapping and Modding Tutorials
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  • View Calclavia's Profile

    384

    May 4, 2012
    Calclavia posted a message on [1.2] ICBM - Missiles and Military Tech! [6,000,000+ DOWNLOADS]
    Now in both the Technic and FTB Launcher
    ICBM is a Minecraft Mod that introduces intercontinental ballistic missiles to Minecraft. But the fun doesn't end there! This mod also features many different explosives, missiles and machines classified in three different tiers. If strategic warfare, carefully coordinated airstrikes, messing with matter and general destruction are up your alley, then this mod is for you!

    Official Website
    For Downloads, Manual and More.
    Or click here for an alternative link.
    All discussions on this mod should be posted here or it will be ignored.

    Direwolf20
    Yogscast
    Jollu ol Brits
    Milestones
    • 15th June, 2012 - 10,000 downloads
    • 27th July, 2012 - 50,000 downloads
    • 7th September 2012 - 100,000 downloads
    • 7th October 2012 - 150,000 downloads
    • 10th November 2012 - 200,000 downloads
    • 10th December 2012 - 250,000 downloads
    • 5th January, 2013 - 500,000 downloads
    • 21st January, 2013 - 1,000,000 downloads
    • 12th February, 2013 - 2,000,000 downloads

    ICBM Wallpaper

    http://i.imgur.com/UhznJhR.jpg

    ICBM Banner

    Wear the ICBM banner! to show your support!


    [url="http://universalelectricity.com/icbm"][img]http://calclavia.com/files/icbm_banner.png[/img][/url]


    Terms and Conditions
    All terms and conditions for ICBM can be viewed here, but here are some FAQs.

    Mod Packs
    Private mod packs are always allowed. Public mod packs are not. People who have received my permission prior to this new condition are allowed to continue to use the mod in their mod packs.

    Bukkit
    Go get Bukkit Forge, it makes all Forge mods work with Bukkit: https://github.com/k...alm/BukkitForge




    Contact
    Do not send me private messages, I will ignore them. Either post it on this thread or in forum.calclavia.com. If you want to chat with me, you can find me on the Universal Electricity IRC.

    IRC Channel: http://esper.net/ #universalelectricity

    Twitter: @Calclavia



    [represent]
    Posted in: Minecraft Mods
  • View TheOneAndOnly717's Profile

    1

    Mar 21, 2013
    TheOneAndOnly717 posted a message on [SOLVED] [FORGE] 1.4.7 to 1.5 Block Rotation?
    Fixed: If anyone interested the code is this -
    public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving, ItemStack par6ItemStack)
    {
        int l = MathHelper.floor_double((double)(par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 2.5D) & 3;
        par1World.setBlockMetadataWithNotify(par2, par3, par4, l, 2);
    }
    Posted in: Modification Development
  • View XxS3P1K0C17YZxX's Profile

    1

    Nov 11, 2012
    XxS3P1K0C17YZxX posted a message on [1.5.2] The Car Mod v3.0.
    wow, people are so impatient, demanding, and rude these days. :*(
    Posted in: Minecraft Mods
  • View Pudelhund's Profile

    227

    Feb 4, 2012
    Pudelhund posted a message on [1.3.2][SMP|SSP] Pudelhund's Dimension API v1.6.1
    Pudelhund's Dimension API

    This is a dimension-adding API that works on both the client and server. It is simple and straightforward for modders to use, while at the same time it maximizes the possible customizations they can make to their dimensions with a comprehensive library of hooks and features. The following are some of the features which modders may utilize by adopting this API:

    -- Custom portal blocks and items for your dimension; you may create as many as you wish until you run into block ID limits. You can also easily use other methods (such as entity interaction) to trigger teleportation.
    -- For your portal(s), you may define:
    - a custom Teleporter
    - a custom entering/leaving message
    - a custom achievement to be triggered upon entering the dimension
    - whether the portal acts immediately or after a delay (as well as the length of the delay)
    - whether it displays the Nether portal animation
    - in which dimensions it can be used
    - to which dimension it returns the player
    - whether it can be used for fast/slow travel (and by what factor)
    - a custom portal texture, and a custom overlay when about to teleport

    -- It also adds various hooks related to sky rendering, biomes, and other features, which you may use in your WorldProvider file.
    -- In your WorldProvider, you may define:
    - a set of biomes to be generated; a biome may generate normally or as a sub-biome of a larger biome, like an ocean, like a river, on the border between two biomes, or after all the other biomes have generated
    - a custom edition of RenderGlobal.java, as well as:
    - whether clouds are rendered
    - whether void fog is rendered
    - additional objects to be rendered in the sky
    - the size and texture of the sun and moon
    - the brightness of the stars
    - the player's respawn message if he or she dies in the dimension
    - in what dimension the player respawns (currently only for the client)
    - whether the dimension has the End's sky texture
    - the name of the dimension's save folder

    -- The API additionally possesses multiple other dimension-related utilities:
    - adjust the maximum height of the dimension's terrain to 256
    - determine what happens when one of Minecraft's existing blocks or items are used or placed
    - intercept the addition or removal of a block from the world
    - intercept an item when it is right-clicked
    - render a custom overlay on the player's view ingame
    - easily spawn custom portal particles
    - easily add a new Teleporter


    --DOWNLOAD & INSTALL--

    Make sure to read this section in its entirety before downloading and installing.

    Dimension API no longer requires any other mods to be downloaded before it can run. Make sure to install this mod AFTER ModLoader or ModLoaderMP. Also, please only use the alternate download if the regular one does not work for you.

    Download Dimension API Client v1.6.1 for Minecraft 1.3.2 (alternate download)

    Download Dimension API Server v1.6.1 for Minecraft 1.3.2 (alternate download)

    If you have Minecraft Forge installed, use this version instead (it works for both the client and server, but make sure to have Forge already installed before using it):

    Download Dimension API v1.6.1 for Minecraft 1.3.2 - Forge edition (alternate download)


    Installation instructions:

    1. Download Dimension API above; use the client version if you are installing the mod on singleplayer, and the server version if you are installing it on multiplayer. (Again, this doesn't apply to the Forge version.)

    2. For singleplayer, go to your minecraft.jar and delete the META-INF folder. For multiplayer, go to your minecraft_server.jar but DO NOT delete this folder.

    3. Drag and drop all the files from the download into your minecraft.jar (or minecraft_server.jar if installing on a server).

    4. You're finished.

    If you're a modder, install the same way and then decompile with MCP or use the sources provided under "For Modders." Decompiling should produce no errors.


    --CHANGELOG & PREVIOUS VERSIONS--

    Version 1.6.1 (MC 1.3.2) (current version)
    - Updated to Minecraft 1.3.2.
    - Moved block addition/removal hooks to WorldServer so that the API no longer edits Chunk; now use DimensionChunk for terrain generation that exceeds 128 blocks of height, or for any terrain generation if you're somehow not using ModLoader or Forge.

    Version 1.6 (MC 1.3.1) (client download | server download)
    - Updated to Minecraft 1.3.1; some fairly major infrastructural changes occurred as a result.
    - Dropped ModLoader and ModLoaderMP as dependencies; although most modders will still need ModLoader or Forge for now, technically no other mod is required for Dimension API to run.
    - Integrated compatibility patches for ModLoader, ModLoaderMP, and Forge (partially, since it was not yet updated at the time of this version's release) into the API; there will no longer have to be a separate Forge patch.
    - Added respawning in non-overworld dimensions to the server.
    - Added an option to override respawning completely (per dimension) with a custom method.
    - Added method descriptions to some of the API's most important source files, as well as markers where it edits vanilla code.
    - Fixed a bug where decompiling the API would produce errors in GenLayerDimension.java.
    - Fixed a bug where server-side biome generation behaved weirdly.

    Version 1.5.1 (MC 1.2.5) (client download | server download | Forge client)
    - The API now edits one fewer class on both the client and server; no other changes.

    Version 1.5 (MC 1.2.5) (client download | server download)
    - Added support for easily including multiple biomes in a custom dimension; several different types of biomes can be generated (major, minor, border, ocean, river, and miscellaneous for other types). Note that biome temperatures are currently buggy in multiplayer.
    - Added a hook to intercept the addition and removal of a block from the world.
    - Added a hook to intercept the right-clicking of an item.
    - Allowed the Teleporter class to vary depending on the dimension from and to which the player is teleporting.
    - Added a hook called before and one called after the player is teleported to and from a dimension, as well as (for the client) when the player is teleporting in the process of respawning.
    - Made the onItemUse method in IItemUse more appropriate for utilization as a block placement intercept.
    - Finally fixed a bug where the Nether portal animation would display when walking out of a custom portal, and the custom portal animation would display for the Nether portal.

    Version 1.4 (MC 1.2.5) (client download | server download | Forge client | Forge server)
    - Fixed a bug where a modded portal overlay would sometimes display instead of the Nether portal overlay.
    - Removed the buggy implementation of infinite sprites; it just wasn't good enough.

    Version 1.3 (MC 1.2.4) (client download | server download | Forge client | Forge server)
    - Added support for a custom version of RenderGlobal by dimension.
    - Added custom save folder names.
    - Added adjustable terrain height per dimension. (256 vs. 128 blocks)
    - Added support for overriding a texture file that isn't the terrain.png for custom animated portal textures.
    - Added adjustable limit to the height at which portals can spawn when using TeleporterCustom.
    - Added a buggy, experimental block/item sprite API (to add custom sprite sheets without using any terrain indices) as a workaround until Jeb adds this feature to the game.

    Version 1.2 (MC 1.2.3) (client download | server download)
    - Added a custom ingame screen overlay hook, useful especially for displaying a boss's health.
    - Added an easy way to create new Teleporters if the portal's structure follows Nether portal pattern.
    - Added an easy way to create custom portal particles like the Nether portal's.
    - Added mod_ files so that the API is acknowledged by ModLoader. These don't do anything other than give the version number.
    - Fixed a Minecraft bug where block IDs above 127 would crash the game when part of the terrain generation.

    Version 1.1 (MC 1.2.3) (download - client/server, Forge version)
    - Updated server.
    - Fixed a bug where the portal would start triggering again immediately after the player arrived in a dimension.

    Version 1.1, pre-release 1 (MC 1.2.3) (download - client/server)
    - Added an extremely easy way to register a modified (differently-colored) Nether portal texture.
    - Added support for custom portal overlays; now your portal texture (or actually any block's texture) can be displayed when the player is about to teleport instead of the Nether portal's texture.
    - Added the ability to respawn the player in another dimension after dying in your dimension.
    - Restructured teleportation triggering; now teleportation can be triggered by just about anything by implementing the ISpecialTeleportation interface.
    - Added a hook that is called every time an item is used or a block is placed, to allow modders access to these events (for portal activation and such) by implementing the IItemUse interface.
    - Custom dimensions can now have the End's sky texture.

    Version 1.0 (MC 1.1.0) (download - client/server)
    - First release


    --FOR MODDERS--

    General instructions, sample dimension, and sources:

    Firstly, you can get the sources for this API here (currently v1.6.1, alternate download here). If you're using Forge, you can get the patched sources here (alternate download here). You can merge the src folder in the download with the src folder within your MCP directory to install (but delete the minecraft_server folder if you aren't modding the server). Note that the field/method names in my or your sources may be outdated, so there is a risk of recompile errors.

    -- I am currently working on an overhaul of the sample dimension to use more of the API's features; the sources for the sample dimension are outdated but will only produce a couple of (easily-fixable) errors in MCP. --
    I have made a very basic example dimension as a sort of tutorial (now for both client and server!); click here to download the sources for it. Screenshot:



    You must do three things specially for this mod; otherwise you only need to create a dimension normally (with a ChunkProvider, Teleporter, possibly a WorldChunkManager, etc.):

    1. Make a WorldProvider that extends WorldProviderBase; you can utilize the many render-related hooks that I have created via your WorldProvider (look in WorldProviderBase to see them), but technically you are only required to give your dimension an ID number.

    2. Register your dimension in your mod_ file, within "public mod_Example." All you need to do is say "DimensionAPI.registerDimension(new WorldProviderExample())" DO NOT put this in load().

    3. Create a custom block (or item) that teleports you to your dimension (a portal, basically). You need to make the block's file extend BlockPortalBase (or ItemTeleporterBase), and fill in all the required (abstract) fields.

    An example of a custom WorldProvider using some of the API's hooks:
    package net.minecraft.src;
    
    public class WorldProviderExample extends WorldProviderBase
    {
    	public WorldProviderExample()
    	{
    	}
    
    	//required:
    	public int getDimensionID()
    	{
    		return 100;
    	}
    
    	//not required:
    public boolean renderClouds()
    	{
    		return false;
    	}
    
    	public boolean renderVoidFog()
    	{
    		return true;
    	}
    
    	public float setSunSize()
    	{
    		return 3.0F;
    	}
    
    	public float setMoonSize()
    	{
    		return 0.5F;
    	}
    
    	public String getSunTexture()
    	{
    		return "/example/sunRed.png";
    	}
    
    	public String getMoonTexture()
    	{
    		return "/example/moonGreen.png";
    	}
    
    	public boolean renderStars()
    	{
    		return false;
    	}
    
    	public boolean darkenSkyDuringRain()
    	{
    		return false;
    	}
    
    	public String getRespawnMessage()
    	{
    		return "Apparently this dimension is too tough for you ;)";
    	}
    
    //required by MC:
    public void registerWorldChunkManager()
    	{
    		worldChunkMgr = new WorldChunkManagerExample(worldObj);
    	}
    	
    	public IChunkProvider getChunkProvider()
    	{
    		return new ChunkProviderExample(worldObj, worldObj.getWorldSeed());
    	}
    }


    An example of a custom portal block:
    package net.minecraft.src;
    
    import java.util.ArrayList;
    import java.util.List;
    
    public class BlockPortalExample extends BlockPortalBase
    {
    	public BlockPortalExample(int i, int j)
    	{
    		super(i, j, Material.portal);
    	}
    
    	//required:
    	public WorldProviderBase getDimension()
    	{
    		return new WorldProviderExample();
    	}
    
    	public Teleporter getTeleporter()
    	{
    		return new TeleporterExample()
    	}
    
    	public String getEnteringMessage()
    	{
    		return "Entering the Example Dimension";
    	}
    
    	public String getLeavingMessage()
    	{
    		return "Leaving the Example Dimension";
    	}
    
    	//not required:
    	public boolean isPortalImmediate()
    	{
    		return false;//does have a delay
    	}
    
    	public boolean displayPortalAnimation()
    	{
    		return true;//displays Nether portal animation
    	}
    
    	public List canTeleportFromDimension()
    	{
    		ArrayList arraylist = new ArrayList();
    		arraylist.add(Integer.valueOf(0));//player can teleport from overworld to this dimension
    		arraylist.add(Integer.valueOf(-1));//player can teleport from Nether to this dimension
    		return arraylist;
    	}
    
    	public int returnsPlayerToDimension()
    	{
    		return -1;//returns player to the Nether
    	}
    
    	public double getDistanceRatio()
    	{
    		return 0.2D;//slow travel
    	}
    
    	public int getPortalDelay()
    	{
    		return 150;//default
    	}
    
    	public Achievement triggerAchievement()
    	{
    		return mod_Example.exampleAchievement;//displays upon player's arrival in the dimension
    	}
    }


    As you can see, all the method names are pretty self-explanatory. Note that you do not have to change anything related to this API when porting your dimension to multiplayer, although you might want to get rid of any references to the rendering hooks in your WorldProvider as they are unnecessary in multiplayer.

    I take requests for hooks/features to be added to the API, as long as they don't edit any more core class files than the API already does (I'll consider such hooks only if they're really huge, useful, and unique).

    One last thing... I know how annoying it can be to lead people to a dozen different downloads just for one mod, so I give permission for modders who use this API to include it in their downloads. I only request that you mention your utilization of the API somewhere in your mod's post.

    Video tutorial series by TheInstitutions:

    This tutorial is created by TheInstitutions (go subscribe to his channel!). He's already made an updated version for 1.3.1:



    --CURRENT USERS--
    If you are using this to create a dimension and want to be included, send me the link to your mod's thread and maybe a screenshot or two so I can post them here.

    All Dem Dimensions
    AstroCraft
    Atlantis Mod
    Aurorae Dimension
    Crazy Dimension
    Creep Mod
    Deathlands
    DibbCraft
    Forbidden Forest
    Forgotten Legend
    Freezer Mod
    Ice Age (Planet Minecraft link)


    MineEnhancer
    Multidimensions
    Mythcraft
    Mythologycraft
    NarutoCraft
    Night Sky+ Space Mod
    Pandora Mod
    Pre-Prehistoric Mod

    ScareMod


    SpaceCraft
    Underworld



    Zoo Tycoon Mod
    This API is also featured in ottoguy2's Ultimate API, a convenient pack of many useful modding APIs.


    --COPYRIGHT--

    This API is both open source and public domain. You have permission to redistribute the files from this mod, but I prefer that you give me some credit if you do so. You can incorporate any part of my code into your mod, overwrite any of my files, make patches between this and other mods without my permission, update the mod yourself if I discontinue it, etc.
    Posted in: Minecraft Mods
  • View Iamshortman's Profile

    1

    Aug 13, 2012
    Iamshortman posted a message on How to make a vehicle such as a car
    it doesn't matter that the tut is outdated, i used that tut and im programing in 1.3.1. that being said it does require much editing to get it to work how you want. but still its good for the basics.
    Posted in: Modification Development
  • View UnixRano's Profile

    1

    Aug 4, 2012
    UnixRano posted a message on [Help] How to use colored wool or colored dye in a crafting recipie, and more.
    Quote from iAd4m

    Thanks

    And what do you mean by damage number?


    if you mean number thats the amount
    if you mean damage value, its something that minecraft uses to determine the amount of times a tool has been used. for example, a diamond pickaxe has an ID. if you used a command to spawn in (thatid):1, it would give u one used 1 time. if u used it to do (thatid):1561, it would give you one with 1 use left. Minecraft also uses it for blocks, so wool is block id 35, and black is something like 35:15. Same for dyes, mob eggs, and potions.
    Posted in: Modification Development
  • View UnixRano's Profile

    1

    Aug 4, 2012
    UnixRano posted a message on [Help] How to use colored wool or colored dye in a crafting recipie, and more.
    Quote from iAd4m

    Im making a mod, and I need to know how to make a crafting recipie with colored wool or colored dye. I also need some help with custom block models.

    In a crafting recipe, where you would normally say something like Item.diamond or Block.planks, just put this:
    new ItemStack(blockOrItem, number, damageValue)

    So cocoa beans would be
    new ItemStack(Item.dyePowder, 1, 3)


    Just look up the damage values on the wiki or with a mod like TMI/NEI.
    Posted in: Modification Development
  • View RebelKeith's Profile

    1

    Jul 31, 2012
    RebelKeith posted a message on Help please
    Bump? your post was still the very first post on the page -_-
    Posted in: Modification Development
  • View dylanisawesome1's Profile

    2

    Jul 8, 2012
    dylanisawesome1 posted a message on [HELP WANTED] Need a modding team!
    I am not the leader, but the head developer of the space mod (not official name) please pm me and/or petewallace1, I would like to propose a merge... we have completed meteorites, a dimension for space, a texture generator for infinite planets, a simple WIP planet entity, and are working on spaceships, planet scaling, and fighter ships, place pm me or Pete ASAP.
    Thanks for your time :)
    Posted in: Mods Discussion
  • View ChandlerBingUA's Profile

    1

    Jul 5, 2012
    ChandlerBingUA posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    *deleted*
    Posted in: Minecraft Mods
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