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    posted a message on [Adv] Forgotten Temple (v1.7 Final)
    I found 23 gold :smile.gif:

    Nice map man I really enjoyed it.

    One thing I must say is that you should remove the wooden pressure plate that is just before the lava maze and the jumping test and replace is with a stone pressure plate. But other than that I had a lot of fun :smile.gif:
    Posted in: Maps
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    posted a message on [MOD] Ayu's Mods (Requesting help...)
    I don't know if I installed Half Step Insanity wrong or if it just isn't working but I can't seem to do anything with these things.

    I am guessing by half step you are talking about the stone slabs so i hope I don't just have this wrong.

    Any help guys?

    Edit:

    I had to get a clean .jar
    Turns out I deleted a class file and I didn't notice. :SSSS: :SSSS:
    Posted in: Mods Discussion
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    posted a message on [Adv]Aramis v0.5 - IM BACK - WORKING ON v0.6 - RPG INSPIRED IN THE ELDER SCROLLS - +250.000 DL'S
    Nice job man. I am looking forward to downloading :smile.gif:
    Posted in: Maps
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    posted a message on close this thread
    I must say that the only time I have ever had an issue with two mods conflicting was yesterday and I posted on the necessary threads to let the modders know about the problem and about an hour later one of the modders uploaded a patch. All you have to do is be patient and polite and usually people get things done. But disrespectful trolls like you don't even deserve consideration!
    Posted in: Mods Discussion
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    posted a message on [Mod] Zan's Mods! (Minimap/zMod) - 30 Jan
    Quote from Scaevolus »
    Here's a patch that makes Zan's Minimap work with Optimine: http://mod.ifies.com/f/110115/ZanMinimap_Optimine.zip

    Replace ZanMinimap.class with the provided one.


    Thank you very much. I wasn't sure where they were conflicting so I thought I would post in both threads.
    Posted in: Mods Discussion
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    posted a message on [Mod] Zan's Mods! (Minimap/zMod) - 30 Jan
    Quote from spawni »
    Quote from ki113d »
    I just installed Optimine and MCRegions which are a must have for me but now the map is playing up. The map doesn't rotate when I turn around and the way point arrows don't show. Also The flag for one of my way points kind of sticks to the red arrow when I walk around. Is there any chance you cold make these two compatible?

    Thanks in advance.

    Ki113d


    I get that too :sad.gif:


    I checked the sources for Optimine, MCRegions and Mimimap but they don't collide in any way that I can see because they edit totally different class files so I have no idea what is wrong :sad.gif:

    This is soooooo depressing. I really rely on this map :sad.gif:
    Posted in: Mods Discussion
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    posted a message on [REQ] Glow Worms
    I am so going to try this. But please don't expect too much :S
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecraft C4 device - developmental stages
    Nice job man, I am trying to get into modding as well :smile.gif:
    I really like this idea. Keep up the good work.
    Posted in: Mods Discussion
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    posted a message on [Mod] Zan's Mods! (Minimap/zMod) - 30 Jan
    I just installed Optimine and MCRegions which are a must have for me but now the map is playing up. The map doesn't rotate when I turn around and the way point arrows don't show. Also The flag for one of my way points kind of sticks to the red arrow when I walk around. Is there any chance you cold make these two compatible?

    Thanks in advance.

    Ki113d
    Posted in: Mods Discussion
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    posted a message on [V1.3] Optimine (FPS Boost) [OPTIMIZATION] *UPDATED*
    I have just added Optimine and MCRegion to my .Jar and now Zans minimap isn't working very well. The map still moves but the little red when you do but doesn't change when you turn around. Just thought I would let you know.
    Posted in: Minecraft Mods
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    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    Hey Simo.

    Thanks for the great tutorials once again.
    I am still working on the door thing but hopefully I will get it working soon.
    I just need to wait for the latest version of MCP to come out.

    Many thanks once again.

    Ki113d.
    Posted in: Tutorials
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    posted a message on Risugami's Mods - Updated.
    Quote from Mozziedoo »
    Quote from caughdog »
    Quote from NEO117obZ »
    When i place a flood gate it turns into either the block its on and a fence post


    im having the same problem, when i craft it and its in my inventory the sprite is the same as the workbench but when i place it the actual floodgate is dirt and the block that dissapears and reapears is a fence post. right clicking on the dirt does nothing, and if i break the dirt (what would normally cause the other block to break) then a dirt block is dropped and the fence post remains intact. before the update i used floodgates for EVERYthing, and i apreciate the quick update, but risugami: please fix this soon. my minecraft is not the same.
    i have the same problem too!

    Yeah This problem is quite annoying.

    Quote from caughdog »
    Quote from Mozziedoo »
    i have the same problem too!


    are you using zan's minimap by any chance? before i downloaded floodgate, minimap=working. just now realized that map is gone and pressing z doesnt bring up the menu. tomorrow i will experiment and see if there is a compatability issue between those two or just lightsensor itself. but right now, its late and i need to sleep
    :Violet: :Violet: :Violet: :Violet: [] :Violet: :Violet: :Violet: :Violet:
    [] [] :Violet: [] [] [] [] :Violet: []
    [] :Violet: [] [] [] [] :Violet: [] []
    :Violet: :Violet: :Violet: :Violet: [] :Violet: :Violet: :Violet: :Violet:


    I have Zans minimap installed and it isn't playing up on me at all. Also my key binding for the map menu is M :S

    Quote from mysteriono »
    Seems you can't stack ANY buckets with more stackables.

    Oh, and does mob spawner gui allow squids?


    Risugami explained why the buckets aren't stackable at the top of his post. It is because Notch added code to prevent it or something.
    Posted in: Minecraft Mods
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    posted a message on Random wooden building.
    Quote from Spearmaster »
    Nice inventory.

    So docile.

    Quote from Plasmatizer »
    Which is why you have normal wood blocks in your toolbar.
    Nice hoax/10

    You too.

    Quote from raptorfangamer »
    its a hideout generated in humans+ (as stated above)
    and had only saw them on screens,
    so... next time you see a weird wooden building, tell wich mods you have,
    or you will probably get attacked by the believers of hoaxobrine
    or by the frowners,
    ...


    Thank you. I didn't think the humans mod would have anything to do with it but obviously I was wrong.

    And thanks to all the other people who didn't think this was a hoax.

    WOW YOU HAVE WOODEN BLOCKS! lol how pathetic.
    Posted in: Discussion
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    posted a message on Random wooden building.
    So my girlfriend started a new map so she could have something to do when see doesn't feel like working on her bug project.

    While walking through the forest she stumbled upon a weird wooden building that contained a large chest.

    The chest held items simmilar to the chests found in the mob dungeons the only difference is that there were no spawners.

    The reason why I am posting this is because I would like to know if anyone has found anything like this before.

    Here are two screenshots.





    This thread is 100% serious and I would respect it if people would be serious while replying.

    Ki113d
    Posted in: Discussion
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    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    Quote from Club559 »
    ModLoader Functions - Part 1 - BaseMod

    In BaseMod, you will find a lot of functions to prevent your mod from overwriting the classes that most mods would use if it weren't for modloader. Here is how to use them.

    public void AddEntityID()
    This tutorial has modloader code for NPC making that includes this function used in it.

    public int AddFuel(int id)
    Here is an example code I got from an example mod I made. Since there is no fuel tutorial, the number is how long it will take to smelt. Wood is 300, sticks are 100, coal is 1600, and lava buckets are 20000.
    	public int AddFuel(int id)
    	{
    		if(id == Item.flint.shiftedIndex)
    		{
    			return 2400;
    		}
    		return 0;
    	}


    public void AddRecipes(CraftingManager recipes)
    Read the crafting tutorial on this. An example code:
    public void AddRecipes(CraftingManager recipes)
    {
    	recipes.addRecipe(new ItemStack(Item.diamond), new Object[] {
    		"#", Character.valueOf('#'), Block.dirt
    	});
    }


    public int AddSmelting(int id)
    Read up on the smelting tutorial for more information.
    public int AddSmelting(int id)
    {
    	if(id == Block.dirt.blockID)
    	{
    		return Item.diamond.shiftedIndex;
    	}
    }




    I still have to have explanations for the following:

        public void GenerateNether(World world, Random random, int chunkX, int chunkZ)
        {
        }
    
        public void GenerateSurface(World world, Random random, int chunkX, int chunkZ)
        {
        }


    Until then, have fun with your new modloader mod!



    Coming soon:
    Part 2 - ModLoader functions
    World generation explanations...


    I have a simple request. Do you think you could write a simple source that shows how to add a new craftable item that looks like a stick or something simple just so we can see how you would do it?
    Because from what I have read of your post all I can see are different methods/functions that we can use.

    Does this mean that we only have to make a single file with all these different functions instead of adding them to the other class sources such as Item.java?
    Posted in: Tutorials
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