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    posted a message on Oceans: love or hate?
    Well Texas is suffering from an impending drought, so it doesn't surprise me that their dream is to have tons of water haha :biggrin.gif:

    But to be honest, although I do like the new ocean biomes, it really sucks when you create a new world and you spawn on a small island with no trees. I think this would be terrible for new players who have no idea how the game works. Imagine never playing the game and spawning within one of them... :sad.gif:
    Posted in: 1.0 Update Discussion
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    posted a message on I miss mods!
    Quote from yuyuhakushi

    xaiwalker


    guess what happens when the chest hits a preassure rail...


    back on topic, frankly i need a break from mods. every time i install SPC i end up getting bored with the game and going inactive for a month.

    although i do miss the Aether. ah well lagged me to death anyway.


    Damn! That is a brilliant texture pack. I don't usually use texture packs (except Dokucraft) but that looks really original and cool. Might check it out :biggrin.gif:

    Anyway, SPC is a mod for cheating, so that's probably why it turned you off playing. The same thing happened to me when installing Too Many Items, but I desperately need that mod to test out my own mods (you know, spawning blocks, items, etc). Just use strictly gameplay or content addition mods, and you should be fine :smile.gif:
    Posted in: 1.0 Update Discussion
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    posted a message on I miss mods!

    Some people just don't like mods.

    mr.ImadetheAether


    Sure, there are people who don't like mods. That doesn't mean they have to be pricks and call someone sad because they prefer to use them over vanilla content. That's just a dickish move.

    Also, I don't see how me developing the Aether changes anything.
    Posted in: 1.0 Update Discussion
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    posted a message on I miss mods!
    Quote from Xinkc

    I have to admit, that this is a little sad. I understand people liking mods to "enhance" their game but there are so many cool things from 1.8.1 and the 1.9 pre-releases. What if the mods never update? Or what if they decide wait until the release? Then your stuck with that version for at least a month.

    Anyways, I only ever used MyCraft to disable particle...I hate them so much. Since it is client based and not jar based, I haven't had to miss it. It's always been compatible.


    How is it sad? There are mods out there that have more in-depth content than 1.8.1 and 1.9, so I don't see the problem. On top of that, with several mods combined you can get the ultimate experience. Vanilla gameplay can only get you so far...
    Posted in: 1.0 Update Discussion
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    posted a message on Wondering how feasible this is...
    Quote from johnkionon

    Admittedly, after doing some research, it seems like the bulk of the work will be coding reactions, creating tables of attributes, and getting chat to work in SSP. Building the actual parsing system seems pretty easy.

    I'm just not entirely sure how to get chat into SSP. What classes contain the chat GUI and input? All I could find was commands, packets, and such.


    Look into Single Player Commands and how they do. As far as I know, there's just a check to see whether or not it's a multiplayer world. I guess you just need to remove that check so that you can open up the chat window.
    Posted in: Modification Development
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    posted a message on Wondering how feasible this is...
    It's VERY feasible. In fact, I was working on something similar a few months ago, and it worked well. It does require a lot of work though, and patience.
    Posted in: Modification Development
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    posted a message on Help needed - majorly!
    Quote from ghosrec35

    I find this quite, how should i say, Immature. But it is also hilarious *HIGHFIVE*


    I just find it hilarious that he wants other people to make a huge mod for him. Sorry, I don't care how immature I am, he's just stupid to write up this thread without even telling us how HE will contribute (and that's if he will contribute at all, which I doubt it (nope, ideas do not count as contributing)).
    Posted in: Modification Development
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    posted a message on Just a few quick questions?
    As long as you use meta-data to save Item/Block ID's, I don't see the problem. In fact, for blocks you could easily save 20 or so Block ID's seeing as most of the blocks would be aesthetic rather than with specific functions.
    Posted in: Mods Discussion
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    posted a message on How do you set up item damage?
    1. This should be in the Mod Development forums, not Modding Discussion.

    2. Learn Java, please. That "section" is called the class's constructor. At least attempt to know the terms. :/

    3. In the future, look in the Item class for the proper methods. It'll help you a lot.

    Answer:

    Use a method called "getDamageVsEntity", and a itemDamage integer. When you set the itemDamage, simply return that value in the "getDamageVsEntity" method. Like so:

    public class ItemDrawKnife extends Item
    {
            private int itemDamage;
    
            private ItemDrawKnife(int i)
            {
                    super(i);
                    setMaxStackSize(1);
                    itemDamage = 10;
            }
    
            public int getDamageVsEntity(Entity entity)
            {
                return itemDamage;
            }
    }
    Posted in: Mods Discussion
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    posted a message on Help needed - majorly!
    Will you be helping make the mod at all? No? Hahaha!
    Posted in: Modification Development
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    posted a message on How do you make a custom model for a new block?
    There are actually two ways you can do it. The first way is by setting the specific boundaries of the block (think of it as the hit boxes of an entity) and then rendering those boundaries (this is a method used by stair, and it's also the reason you can physically walk on the first step of the block). The other method is by creating a model and a rendering class, then applying it to your block. However, this can only be done with tile entities, and using tile entities for blocks that are commonly used is a BAD idea. They will slow down the game a lot if you have quite a lot of them.
    Posted in: Modification Development
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    posted a message on [Pre release 4] Experience orbs
    Umm... Decompiling with the current MCP won't work. You need to wait until they update MCP so that it's compatible with 1.9.
    Posted in: Modification Development
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    posted a message on Modloader: New arrow
    Sorry to break the news to you, but Arrows are just ordinary Items (so it would use "new Item(blablabla)".

    The consuming and checking of arrows within your inventory is done in the ItemBow class. You'll need to edit or create a new class to get your arrow to work.
    Posted in: Modification Development
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    posted a message on no more empty terrain sprite indices left?
    Overrides don't work that way. The items won't read from the new image locations, but rather the images are "overridden" onto the existing Terrain.png and the items use them from there.
    Posted in: Modification Development
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    posted a message on Missing Return Statement?
    Quote from artwich

    Ack... Actually onItemUse works only on items and has.. well.. no use at all on blocks.

    If you want to make bonemeal work with your blocks, which it seems to me is the plan, I think you'll have to change ItemDye...

    Maybe there is a way to be more compatible with other mods than that. I'm too lazy to think about it right now.


    Actually, he could use the onActivated method and just check what item the player is holding. If item = "item ID", then grow + decrement the itemstack. Easy.
    Posted in: Modification Development
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