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    posted a message on Armor That lets You Walk On Water?
    You mean it didn't fix your code, or it didn't print anything? If you mean to say it didn't fix your code, you don't understand what it does. println prints a line of text, then starts a new line. The point was to use it to ensure that you're code is running, because you can look at the console and easily see its effects. If it isn't printing anything, be sure that you've registered the handler, and be sure that the booleans needed to satisfy any if statements are true.

    Edit: Also, where exactly did you put it? Being aware of that helps you determine what exactly is wrong.
    Posted in: Modification Development
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    posted a message on [1.6.2][Forge]integerArray's Mods: Gilded Tools, Smart Torches, Leather Armor++ [July 29, 2013]
    So, I haven't had much free time lately, but I have still been working on obsidian mod stuff. Got the armor and bow done, just need the two special swords, testing and forum post stuff. Also, I want to add some features to the obsidian tilled field and do some more farming based stuff. Maybe a way to farm obsidian?
    Quote from HardKorePanda

    I made a video for 4 of your mods, Leather Armor++, Chicken Cages, Common Emeralds, and Pole Vaults:


    Thanks! Sorry for not getting to putting it up sooner.
    Quote from BioMasterZap

    Hey, I was wondering if you'd consider making an optional "hard" version of the pole vault mod (separate download or in config perhaps?). personally, I'd like to see it use a bit more resources and progression to reach the higher tiers. Like you make a wood version same as now. Then to make iron, you take the wood and surround with 4 iron ingots. To make the gold, take the iron and surround with 4 gold ingots. To make the diamond, take the gold and surround with 4 diamond.
    The wings could work with a similar progression to the pole vaults as well. And I am not sure how to rebalance the boots, but I think they need a much harder recipe since they are a super version of the feather falling enchantment.

    The mod does work fine as is and I plan to use it either way. But compared to the other mods I am using, it seems a tad too low cost to make and I think a harder version would be a nice option to have.

    Sure thing. I'll add that next time the mod gets an update, though that probably won't be until 1.7.
    Quote from hhggtg3279

    please add a stone pole volt so Don't have to use wood or iron

    Sure, why not?
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][Forge]integerArray's Mods: Gilded Tools, Smart Torches, Leather Armor++ [July 29, 2013]
    Quote from Thantosss1220

    Can u make the scimitars do a little more extra damage? I want a little bit more for it using double my resources, even if it is twice as fast

    If people have a problem with the resources, I can change the durability, or just change the recipe. But I think they're already potent enough. Removing that amount of invincibility makes them a lot stronger, and actually more powerful than a sword with twice the damage.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][Forge]integerArray's Mods: Gilded Tools, Smart Torches, Leather Armor++ [July 29, 2013]
    Quote from InsanePrototype

    Please fix your links to the old versions

    They should all be working now.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][Forge]integerArray's Mods: Gilded Tools, Smart Torches, Leather Armor++ [July 29, 2013]
    Here are some screenshots of some things I have added to the obsidian mod. Tools are done too. Just need the armor, bow, creeper bane



    Also, here's a logo

    Quote from Cid Smoke

    For some reason when I install the magic cookie mod it doesn't work, file says that it is 1.6.2 but when I double checked it with the magic launcher it's saying mod not found. I'm not sure if I've screwed something up or if it is incompatible.

    Install forge with the magic launcher properly, then just put the mods into the mods folder for forge to load.
    Posted in: Minecraft Mods
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    posted a message on How can I make this shorter?
    public boolean getIsRepairable(ItemStack par1, ItemStack par2)
    {
    Item ingot = null;
    if(this.getArmorMaterial() == CopperStuff.COPPERMATERIAL) ingot = CopperStuff.copperIngot;
    else if(this.getArmorMaterial() == SilverStuff.SILVERMATERIAL) ingot = SilverStuff.silverIngot;
    else if(this.getArmorMaterial() == DemoniteStuff.DEMONITEMATERIAL) ingot = DemoniteStuff.demoniteIngot;
    
    return ingot.itemID == par2.itemID ? true : super.getIsRepairable(par1, par2);
    }


    Unrelated, you might want to add a .substring(5) to the end of unlocalizedName, or else all your textures will start with item.
    Quote from ggfrt96

    you could also do it in shorthand -- it works like this
    if (expression) { 1 } else { if (expression) { 2} else { 3}}
    
    INSTEAD IT WOULD BE
    
    (expression) ? 1 : (expression) ? 2 : 3;


    Also, that's a ternary operator, not shorthand.
    Posted in: Modification Development
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    posted a message on [Solved]How to Make an "onItemPickup" Achievement
    Quote from Lolcroc



    No. You should never do that since it will only will cause problems because of invalid casts of your custom entity to EntityItem. Instead, use the EntityItemPickupEvent from forge.

    I meant to use the createEntity method with an custom subclass of EntityItem, but given that such an event exists that is a better idea.
    Posted in: Modification Development
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    posted a message on [Solved]How to Make an "onItemPickup" Achievement
    Achievements like that are done through the EntityItem class. You could make a custom entity class that does the same thing with your custom items.
    Posted in: Modification Development
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    posted a message on [FORGE] Adding enchantment to custom sword
    The idea should work, but that code goes in your item class, not your mod file. It will only override the appropriate method if it's in the appropriate class.

    Also, I highly recommend you use only forge methods, not modloader ones. Those are only there for compatibility.
    Posted in: Modification Development
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    posted a message on Why is function running twice? [FORGE] [1.6.2]
    Quote from Glenn

    Have you considered that it might be both the internal server and the client that is running the method?

    The if(!world.isRemote) should have taken care of that. The system.out should run twice, but moving it apparently causes it to stop working.
    Posted in: Modification Development
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    posted a message on Why is function running twice? [FORGE] [1.6.2]
    And it worked before? Unless there's more to your code, the removed portion did literally nothing.
    Posted in: Modification Development
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    posted a message on Why is function running twice? [FORGE] [1.6.2]
    If the only evidence you have that it's running twice is the console output, then it's from the System.out.println being outside of the if(!world.isRemote).

    Also, you could easily simplify your code to this
    @Override
    public void onBlockDestroyedByPlayer(World world, int x, int y, int z, int meta) {      
             if (!world.isRemote)
             {
             System.out.println("Block destroyed by player - " + meta);
             if (meta >= 7)
             { 
             world.setBlock(x, y, z, this.blockID, 0, 2);
             }
             }
            }
    Posted in: Modification Development
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    posted a message on [1.6.2][Forge]Smart Torches and Torchbow Mods[July 30, 2013]
    Quote from EnigmaticMiner

    This is a really simple, but innovative mod, integer! Keep up the great work, I hope to see more from you. I threw together this quick video to help get your mod some publicity, the people seem to like it :)


    Thanks. I'll get this added to the post tomorrow, when I upload the update.
    Quote from DAWOODSTA

    This looks like a great mod, but my minecraft crashes every time I have this in my mods folder to use - is it because the mod is not updated to 1.6.2?

    The update should come tomorrow, but if that's not the problem, my unfortunate lack of psychic powers necessitates a crash log.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][Forge]integerArray's Mods: Gilded Tools, Smart Torches, Leather Armor++ [July 29, 2013]
    I've still got polevaults, smart torches and torchbow to update, plus the obsidion to continue working on. Plus I've gotten another small mod written, but am too tired to write a post for. Here's a preview for anyone who's interested
    Scimitars

    They're creative only, since there's still a little problem with the recipes. I'll try to get most stuff finished tomorrow, but what I can't get finished might go slowly.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][Forge]Gilded Tools Mod[July 29, 2013]
    1.6.2 update is done. I've also done some bug fixing and added a link to the main post with the old versions.
    Posted in: Minecraft Mods
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