• 0

    posted a message on CrypticBat 1.12.2 | Modded Survival | Custom Technic ModPack

    CrypticBat has a custom modpack created on Technic called The CrypticBat Pack

    CrypticBat is running 103 mods and has a little bit of everything Machines, Magic, and Space


    Modpack - https://www.technicpack.net/modpack/crypticbat-pack.1234204
    Discord - https://discord.gg/zdbjrFb


    Hello everyone, I am always working on trying to make CrypticBat more enjoyable for everyone
    so any mod/server suggestions that you might have feel free to share your ideas in discord

    Posted in: PC Servers
  • 1

    posted a message on Crack in the World - Earth-shattering fun (127K+ DLs)

    .

    Posted in: Maps
  • 0

    posted a message on new door
    Quote from ceoepts

    Start out by publishing a block
    public static final BlockCustomDoor customDoor = new BlockCustomDoor(3000).setHardness(1.0F).setUnlocalizedName("customdoor");


    then register the block in the load method

    GameRegistry.registerBlock(customDoor);


    now create the block file (BlockCustomDoor.class) and copy the code from the BlockDoor file

    package net.minecraft.block;
    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;
    import java.util.Random;
    import net.minecraft.block.material.Material;
    import net.minecraft.client.renderer.IconFlipped;
    import net.minecraft.client.renderer.texture.IconRegister;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.item.Item;
    import net.minecraft.util.AxisAlignedBB;
    import net.minecraft.util.Icon;
    import net.minecraft.util.MovingObjectPosition;
    import net.minecraft.util.Vec3;
    import net.minecraft.world.IBlockAccess;
    import net.minecraft.world.World;
    public class BlockDoor extends Block
    {
    private static final String[] doorIconNames = new String[] {"doorWood_lower", "doorWood_upper", "doorIron_lower", "doorIron_upper"};
    /** Used for pointing at icon names. */
    private final int doorTypeForIcon;
    @SideOnly(Side.CLIENT)
    private Icon[] iconArray;
    protected BlockDoor(int par1, Material par2Material)
    {
    	 super(par1, par2Material);
    	 if (par2Material == Material.iron)
    	 {
    		 this.doorTypeForIcon = 2;
    	 }
    	 else
    	 {
    		 this.doorTypeForIcon = 0;
    	 }
    	 float f = 0.5F;
    	 float f1 = 1.0F;
    	 this.setBlockBounds(0.5F - f, 0.0F, 0.5F - f, 0.5F + f, f1, 0.5F + f);
    }
    @SideOnly(Side.CLIENT)
    /**
    	 * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
    	 */
    public Icon getIcon(int par1, int par2)
    {
    	 return this.iconArray[this.doorTypeForIcon];
    }
    @SideOnly(Side.CLIENT)
    /**
    	 * Retrieves the block texture to use based on the display side. Args: iBlockAccess, x, y, z, side
    	 */
    public Icon getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
    {
    	 if (par5 != 1 && par5 != 0)
    	 {
    		 int i1 = this.getFullMetadata(par1IBlockAccess, par2, par3, par4);
    		 int j1 = i1 & 3;
    		 boolean flag = (i1 & 4) != 0;
    		 boolean flag1 = false;
    		 boolean flag2 = (i1 & 8) != 0;
    		 if (flag)
    		 {
    			 if (j1 == 0 && par5 == 2)
    			 {
    				 flag1 = !flag1;
    			 }
    			 else if (j1 == 1 && par5 == 5)
    			 {
    				 flag1 = !flag1;
    			 }
    			 else if (j1 == 2 && par5 == 3)
    			 {
    				 flag1 = !flag1;
    			 }
    			 else if (j1 == 3 && par5 == 4)
    			 {
    				 flag1 = !flag1;
    			 }
    		 }
    		 else
    		 {
    			 if (j1 == 0 && par5 == 5)
    			 {
    				 flag1 = !flag1;
    			 }
    			 else if (j1 == 1 && par5 == 3)
    			 {
    				 flag1 = !flag1;
    			 }
    			 else if (j1 == 2 && par5 == 4)
    			 {
    				 flag1 = !flag1;
    			 }
    			 else if (j1 == 3 && par5 == 2)
    			 {
    				 flag1 = !flag1;
    			 }
    			 if ((i1 & 16) != 0)
    			 {
    				 flag1 = !flag1;
    			 }
    		 }
    		 return this.iconArray[this.doorTypeForIcon + (flag1 ? doorIconNames.length : 0) + (flag2 ? 1 : 0)];
    	 }
    	 else
    	 {
    		 return this.iconArray[this.doorTypeForIcon];
    	 }
    }
    @SideOnly(Side.CLIENT)
    /**
    	 * When this method is called, your block should register all the icons it needs with the given IconRegister. This
    	 * is the only chance you get to register icons.
    	 */
    public void registerIcons(IconRegister par1IconRegister)
    {
    	 this.iconArray = new Icon[doorIconNames.length * 2];
    	 for (int i = 0; i < doorIconNames.length; ++i)
    	 {
    		 this.iconArray[i] = par1IconRegister.registerIcon(doorIconNames[i]);
    		 this.iconArray[i + doorIconNames.length] = new IconFlipped(this.iconArray[i], true, false);
    	 }
    }
    /**
    	 * Is this block (a) opaque and (B) a full 1m cube? This determines whether or not to render the shared face of two
    	 * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
    	 */
    public boolean isOpaqueCube()
    {
    	 return false;
    }
    public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
    	 int l = this.getFullMetadata(par1IBlockAccess, par2, par3, par4);
    	 return (l & 4) != 0;
    }
    /**
    	 * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
    	 */
    public boolean renderAsNormalBlock()
    {
    	 return false;
    }
    /**
    	 * The type of render function that is called for this block
    	 */
    public int getRenderType()
    {
    	 return 7;
    }
    @SideOnly(Side.CLIENT)
    /**
    	 * Returns the bounding box of the wired rectangular prism to render.
    	 */
    public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
    	 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
    	 return super.getSelectedBoundingBoxFromPool(par1World, par2, par3, par4);
    }
    /**
    	 * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
    	 * cleared to be reused)
    	 */
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
    	 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
    	 return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
    }
    /**
    	 * Updates the blocks bounds based on its current state. Args: world, x, y, z
    	 */
    public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
    	 this.setDoorRotation(this.getFullMetadata(par1IBlockAccess, par2, par3, par4));
    }
    /**
    	 * Returns 0, 1, 2 or 3 depending on where the hinge is.
    	 */
    public int getDoorOrientation(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
    	 return this.getFullMetadata(par1IBlockAccess, par2, par3, par4) & 3;
    }
    public boolean isDoorOpen(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
    	 return (this.getFullMetadata(par1IBlockAccess, par2, par3, par4) & 4) != 0;
    }
    private void setDoorRotation(int par1)
    {
    	 float f = 0.1875F;
    	 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 2.0F, 1.0F);
    	 int j = par1 & 3;
    	 boolean flag = (par1 & 4) != 0;
    	 boolean flag1 = (par1 & 16) != 0;
    	 if (j == 0)
    	 {
    		 if (flag)
    		 {
    			 if (!flag1)
    			 {
    				 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, f);
    			 }
    			 else
    			 {
    				 this.setBlockBounds(0.0F, 0.0F, 1.0F - f, 1.0F, 1.0F, 1.0F);
    			 }
    		 }
    		 else
    		 {
    			 this.setBlockBounds(0.0F, 0.0F, 0.0F, f, 1.0F, 1.0F);
    		 }
    	 }
    	 else if (j == 1)
    	 {
    		 if (flag)
    		 {
    			 if (!flag1)
    			 {
    				 this.setBlockBounds(1.0F - f, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
    			 }
    			 else
    			 {
    				 this.setBlockBounds(0.0F, 0.0F, 0.0F, f, 1.0F, 1.0F);
    			 }
    		 }
    		 else
    		 {
    			 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, f);
    		 }
    	 }
    	 else if (j == 2)
    	 {
    		 if (flag)
    		 {
    			 if (!flag1)
    			 {
    				 this.setBlockBounds(0.0F, 0.0F, 1.0F - f, 1.0F, 1.0F, 1.0F);
    			 }
    			 else
    			 {
    				 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, f);
    			 }
    		 }
    		 else
    		 {
    			 this.setBlockBounds(1.0F - f, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
    		 }
    	 }
    	 else if (j == 3)
    	 {
    		 if (flag)
    		 {
    			 if (!flag1)
    			 {
    				 this.setBlockBounds(0.0F, 0.0F, 0.0F, f, 1.0F, 1.0F);
    			 }
    			 else
    			 {
    				 this.setBlockBounds(1.0F - f, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
    			 }
    		 }
    		 else
    		 {
    			 this.setBlockBounds(0.0F, 0.0F, 1.0F - f, 1.0F, 1.0F, 1.0F);
    		 }
    	 }
    }
    /**
    	 * Called when the block is clicked by a player. Args: x, y, z, entityPlayer
    	 */
    public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer) {}
    /**
    	 * Called upon block activation (right click on the block.)
    	 */
    public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
    {
    	 if (this.blockMaterial == Material.iron)
    	 {
    		 return false; //Allow items to interact with the door
    	 }
    	 else
    	 {
    		 int i1 = this.getFullMetadata(par1World, par2, par3, par4);
    		 int j1 = i1 & 7;
    		 j1 ^= 4;
    		 if ((i1 & 8) == 0)
    		 {
    			 par1World.setBlockMetadataWithNotify(par2, par3, par4, j1, 2);
    			 par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4);
    		 }
    		 else
    		 {
    			 par1World.setBlockMetadataWithNotify(par2, par3 - 1, par4, j1, 2);
    			 par1World.markBlockRangeForRenderUpdate(par2, par3 - 1, par4, par2, par3, par4);
    		 }
    		 par1World.playAuxSFXAtEntity(par5EntityPlayer, 1003, par2, par3, par4, 0);
    		 return true;
    	 }
    }
    /**
    	 * A function to open a door.
    	 */
    public void onPoweredBlockChange(World par1World, int par2, int par3, int par4, boolean par5)
    {
    	 int l = this.getFullMetadata(par1World, par2, par3, par4);
    	 boolean flag1 = (l & 4) != 0;
    	 if (flag1 != par5)
    	 {
    		 int i1 = l & 7;
    		 i1 ^= 4;
    		 if ((l & 8) == 0)
    		 {
    			 par1World.setBlockMetadataWithNotify(par2, par3, par4, i1, 2);
    			 par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4);
    		 }
    		 else
    		 {
    			 par1World.setBlockMetadataWithNotify(par2, par3 - 1, par4, i1, 2);
    			 par1World.markBlockRangeForRenderUpdate(par2, par3 - 1, par4, par2, par3, par4);
    		 }
    		 par1World.playAuxSFXAtEntity((EntityPlayer)null, 1003, par2, par3, par4, 0);
    	 }
    }
    /**
    	 * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
    	 * their own) Args: x, y, z, neighbor blockID
    	 */
    public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
    {
    	 int i1 = par1World.getBlockMetadata(par2, par3, par4);
    	 if ((i1 & 8) == 0)
    	 {
    		 boolean flag = false;
    		 if (par1World.getBlockId(par2, par3 + 1, par4) != this.blockID)
    		 {
    			 par1World.setBlockToAir(par2, par3, par4);
    			 flag = true;
    		 }
    		 if (!par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4))
    		 {
    			 par1World.setBlockToAir(par2, par3, par4);
    			 flag = true;
    			 if (par1World.getBlockId(par2, par3 + 1, par4) == this.blockID)
    			 {
    				 par1World.setBlockToAir(par2, par3 + 1, par4);
    			 }
    		 }
    		 if (flag)
    		 {
    			 if (!par1World.isRemote)
    			 {
    				 this.dropBlockAsItem(par1World, par2, par3, par4, i1, 0);
    			 }
    		 }
    		 else
    		 {
    			 boolean flag1 = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4) || par1World.isBlockIndirectlyGettingPowered(par2, par3 + 1, par4);
    			 if ((flag1 || par5 > 0 && Block.blocksList[par5].canProvidePower()) && par5 != this.blockID)
    			 {
    				 this.onPoweredBlockChange(par1World, par2, par3, par4, flag1);
    			 }
    		 }
    	 }
    	 else
    	 {
    		 if (par1World.getBlockId(par2, par3 - 1, par4) != this.blockID)
    		 {
    			 par1World.setBlockToAir(par2, par3, par4);
    		 }
    		 if (par5 > 0 && par5 != this.blockID)
    		 {
    			 this.onNeighborBlockChange(par1World, par2, par3 - 1, par4, par5);
    		 }
    	 }
    }
    /**
    	 * Returns the ID of the items to drop on destruction.
    	 */
    public int idDropped(int par1, Random par2Random, int par3)
    {
    	 return (par1 & 8) != 0 ? 0 : (this.blockMaterial == Material.iron ? Item.doorIron.itemID : Item.doorWood.itemID);
    }
    /**
    	 * Ray traces through the blocks collision from start vector to end vector returning a ray trace hit. Args: world,
    	 * x, y, z, startVec, endVec
    	 */
    public MovingObjectPosition collisionRayTrace(World par1World, int par2, int par3, int par4, Vec3 par5Vec3, Vec3 par6Vec3)
    {
    	 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
    	 return super.collisionRayTrace(par1World, par2, par3, par4, par5Vec3, par6Vec3);
    }
    /**
    	 * Checks to see if its valid to put this block at the specified coordinates. Args: world, x, y, z
    	 */
    public boolean canPlaceBlockAt(World par1World, int par2, int par3, int par4)
    {
    	 return par3 >= 255 ? false : par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) && super.canPlaceBlockAt(par1World, par2, par3, par4) && super.canPlaceBlockAt(par1World, par2, par3 + 1, par4);
    }
    /**
    	 * Returns the mobility information of the block, 0 = free, 1 = can't push but can move over, 2 = total immobility
    	 * and stop pistons
    	 */
    public int getMobilityFlag()
    {
    	 return 1;
    }
    /**
    	 * Returns the full metadata value created by combining the metadata of both blocks the door takes up.
    	 */
    public int getFullMetadata(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
    	 int l = par1IBlockAccess.getBlockMetadata(par2, par3, par4);
    	 boolean flag = (l & 8) != 0;
    	 int i1;
    	 int j1;
    	 if (flag)
    	 {
    		 i1 = par1IBlockAccess.getBlockMetadata(par2, par3 - 1, par4);
    		 j1 = l;
    	 }
    	 else
    	 {
    		 i1 = l;
    		 j1 = par1IBlockAccess.getBlockMetadata(par2, par3 + 1, par4);
    	 }
    	 boolean flag1 = (j1 & 1) != 0;
    	 return i1 & 7 | (flag ? 8 : 0) | (flag1 ? 16 : 0);
    }
    @SideOnly(Side.CLIENT)
    /**
    	 * only called by clickMiddleMouseButton , and passed to inventory.setCurrentItem (along with isCreative)
    	 */
    public int idPicked(World par1World, int par2, int par3, int par4)
    {
    	 return this.blockMaterial == Material.iron ? Item.doorIron.itemID : Item.doorWood.itemID;
    }
    /**
    	 * Called when the block is attempted to be harvested
    	 */
    public void onBlockHarvested(World par1World, int par2, int par3, int par4, int par5, EntityPlayer par6EntityPlayer)
    {
    	 if (par6EntityPlayer.capabilities.isCreativeMode && (par5 & 8) != 0 && par1World.getBlockId(par2, par3 - 1, par4) == this.blockID)
    	 {
    		 par1World.setBlockToAir(par2, par3 - 1, par4);
    	 }
    }
    }


    And change the code until it fitts your mod :)
    i get a error in my main class on the new BlockCustomDoor(3000).setHardness(1.0F).setUnlocalizedName("customdoor");
    Posted in: Modification Development
  • 0

    posted a message on new door
    dose any one know a tutorial on how to make a new door
    Posted in: Modification Development
  • 0

    posted a message on [Forge] generating structures
    I was wondering if any one has a modding tut on how to make a structure and make it generate (just like the villagers house and the pyramid in the desert)
    Posted in: Modification Development
  • 0

    posted a message on Looking For Plugin Coders
    you can find plenty of plugins here.....

    http://plugins.bukkit.org/
    Posted in: Modification Development
  • 0

    posted a message on [Help] Modding Tools
    Gimp is good with making textures its what i use to make my blocks and items

    if this helped you please click the green arrow below
    Posted in: Modification Development
  • 0

    posted a message on World Generation Help
    Check out this video....


    if this video helps you please click the green arrow down below.
    Posted in: Modification Development
  • 0

    posted a message on [Forge] Invisible Chest Error plz help
    I need help fixing my Chest its invisible when i place it.
    Posted in: Modification Development
  • 1

    posted a message on [1.5.2 / 1.5.1 / 1.4.7 / 1.3.2] Creating Mods - Modloader/Forge ~SCMowns [Src & Video]
    Quote from ProLeopard

    Steven is there anyway you can also show us how to make ores only generate in certain places (such as only under water)?
    I want to see this too
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on can you guys help me with my forge mod
    Quote from sorash67

    *** TIP ***
    search for your request before posting a thread for it! There are MANY tutorials on most of the requests you have! Please search it up and im sure you find very good stuff!

    -sorash67 || Skorpio
    I have looked but i just cant find any that works
    Posted in: Modification Development
  • 0

    posted a message on can you guys help me with my forge mod
    I am new at making mods and i was wondering if you guys can help me by posting some videos of forge modding tutorials.

    Some modding stuff i need help with....

    1. Throwable items
    2. New Furnace
    3. Structure generation
    4. Instant Building Spawn
    5. Making Custom NPC
    6. Money / Buying from stuff with the money from NPC
    7. Custom Grass
    8. New Water
    9. New TNT
    10. New Crops

    Stuff i finished....

    1. Items
    2. Blocks
    3. Tools
    4. Chest
    5. Food
    6. Biome
    7. Armor
    8. Ore / Generate Ore
    Posted in: Modification Development
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