• 0

    posted a message on Can't Mod With Forge?!

    Couple things, and I'm not trying to be rude, just explain a few things (I know explaining stuff can come off as rude or being a know-it-all :P but I see nothing wrong with explaining things, everyone makes mistakes and nobody knows everything).


    - "minecraft.jar" is not a folder, it is a jarfile (compiled Java) containing the game's source (which Forge modifies).

    - It told you your game was modded because there is a .json file for every profile in your launcher. The game detects if the game has been modded by checking the version in this file (Originally said something about Forge here but I was mistaken. Check in your versions folder, you'll see that every folder contains a .json file with dependencies, version info, etc.).

    - Why do you need the bin folder or META-INF? Just curious.


    I believe Optifine has Forge-compatible and incompatible versions. Check if the one you downloaded has Forge compatibility, and if not, get the version that does and try again.


    If that doesn't work, go try to recreate the issue, copy the crash report, and paste it here (use the [.code] tag without the period,

    like this,


    for crash reports, way more readable). I'll see what I can do about that.


    Y'all kids are spoiled nowadays, back in Alpha/Beta you had to manually install mods and if your MC black-screened you had to re-download minecraft.jar and try to figure out which mods were causing the incompatibility. Those were the days when mods meant business. ( ͡° ͜ʖ ͡°)

    Posted in: Java Edition Support
  • 0

    posted a message on The Earth Mod - The Earth in Minecraft!

    I haven't checked it out yet but it saddens me that my mother sent a request to Google to take off our house in ~2004 (I believe I was six)...and it took off the entire street. Rip.


    Really neat concept, though. I'd like to see where it goes.


    (Try Mars. Google has Mars mapped out for some reason.)

    Posted in: Minecraft Mods
  • 0

    posted a message on Mods you no longer like?

    I've never been a huge fan of any mods that advertise themselves as having tons of new weapons/armour/dimensions/mobs because 11/10 times they turn out to involve MASSIVE amounts of material grinding. One of the guides for DivineRPG actually has "this part is boring" many times throughout because it's literally doing nothing but farming ores for hours. I don't mind vanilla grinding but the "RPG" in those mods stands for "Repetitive Pointless Grinding".


    (I know that isn't mods I don't like anymore, but I had to rant :P)


    On-topic:


    It's already been said, but Mo' Creatures and BTW both are just...content fillers now. The theme of Mo' Creatures doesn't even fit into Minecraft's blockiness anymore (if you look at the very earliest creatures they do, but as time goes on, the models get more and more complex and the textures higher and higher resolution until it just starts to look like CHKN). BTW was cool at first, and it was kind of edgy - not in a bad way, mind. Now it just boasts about how it's a total conversion, which is shorthand for "making even simple things a complete pain in the **** to do", and the creator seems to have forgotten the original mod.


    Tinkers' Construct also got overly complicated. It would be nice if they released a simple version where you could just have things like rapiers without the whole part where you have to grind for days and smelt things into other things that you smelt together later with other things and you finally have JUST THE HANDLE of the weapon.


    /rant

    Posted in: Mods Discussion
  • 1

    posted a message on crash

    Posting just a crash report with no further detail doesn't exactly help people help you, but judging from the bottom of the report, it looks to me like you need to update your Java (Unsupported major/minor version 52.0). Try updating Java, then come back.

    Posted in: Java Edition Support
  • 0

    posted a message on Factions PvP that isn't terrible?
    Every Factions/PvP server I've been on lately has had these characteristics:

    - Instant iron/diamond gear from the start, plus food and all

    - Instant soup

    - Entirely centered around PvP, with nothing survival-related whatsoever

    - Spawn full of Prot-IV/Sharp-V diamond-clad players who will kill you if you set foot outside of the protected zone

    Does anyone know of a (fairly active) server that's got factions but is centered around survival - that is, go out, gather and work for your own gear, all of that? No soup, no starter gear beyond stone tools or whatever.
    Posted in: Server Recruitment
  • 0

    posted a message on Help with second EXP bar?
    Quote from jcm2606»

    Look into Forge's events system, and specifically the RenderGameOverlayEvent. You can essentially subscribe to this event and instantly draw your own graphics onto the HUD, tied to different elements (like you can draw your overlay at the same time as the cursor is drawn, or the health, or the inventory). You can both override vanilla renders and add your own in (do this by checking if the event is cancellable, if it is, it's before the element is drawn, therefore you can override the vanilla render, if it isn't, it's after, and you won't affect the vanilla render at all).

    You said that you haven't used Forge before, I'd probably also take a look around more events and other things Forge provides. It seems complex and bulky when you start, but once you get the hang of it, it can be very very powerful. You can basically subscribe to any of the dozens upon dozens of events and instantly add your own logic to an event. Want an entity to drop your own item? Subscribe to the LivingDropsEvent and add your own ItemStack instances to the list the event provides. Want to run some code when the user right clicks, regardless of if they have an item in their hand and if they do what it is? Subscribe to the PlayerInteractEvent and write your handling code out.

    This is just the event system too, Forge has a lot of other hooks and utilities you can plug your mod into and utilise.

    Thanks, man, this helps a lot :D I'll look into it when I get home, assuming I haven't forgotten by then xD
    Posted in: Modification Development
  • 0

    posted a message on Fighter Mob, How does a Mob deal DMG with held item rather than base attribute
    Quote from Soulase11»
    Any Ideas on how to implement the sword dmg rather than the Mobs base dmg?
    Fighter Mob Current
    package com.Dart.mob.fighter;
    import java.util.Calendar;

    import net.minecraft.enchantment.EnchantmentHelper;
    import net.minecraft.entity.Entity;
    import net.minecraft.entity.EntityLiving;
    import net.minecraft.entity.EntityLivingBase;
    import net.minecraft.entity.IEntityLivingData;
    import net.minecraft.entity.SharedMonsterAttributes;
    import net.minecraft.entity.ai.EntityAIAttackOnCollide;
    import net.minecraft.entity.ai.EntityAIHurtByTarget;
    import net.minecraft.entity.ai.EntityAILookIdle;
    import net.minecraft.entity.ai.EntityAIMoveTowardsTarget;
    import net.minecraft.entity.ai.EntityAINearestAttackableTarget;
    import net.minecraft.entity.ai.EntityAISwimming;
    import net.minecraft.entity.ai.EntityAIWander;
    import net.minecraft.entity.ai.EntityAIWatchClosest;
    import net.minecraft.entity.monster.EntityGolem;
    import net.minecraft.entity.monster.IMob;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.init.Blocks;
    import net.minecraft.init.Items;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemStack;
    import net.minecraft.util.DamageSource;
    import net.minecraft.util.MathHelper;
    import net.minecraft.world.World;
    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;

    public class EntityFighterMob extends EntityGolem {
    private int attackTimer;
    public EntityFighterMob(World par1World) {
    super(par1World);
    this.setSize(0.4F, 1.8F);
    this.tasks.addTask(0, new EntityAISwimming(this));
    // this.tasks.addTask(1, new EntityAIAttackOnCollide(this, EntityLiving.class, 1.0D, true));
    this.tasks.addTask(1, new EntityAIAttackOnCollide(this, 1.0D, true));
    this.tasks.addTask(3, new EntityAIMoveTowardsTarget(this, 0.9D, 32.0F));
    this.tasks.addTask(4, new EntityAIWatchClosest(this, EntityLiving.class, 8.0F));
    this.tasks.addTask(5, new EntityAILookIdle(this));
    this.tasks.addTask(6, new EntityAIWander(this, 0.20D));
    //this.tasks.addTask(5, new EntityAIAttackOnCollide(this, 1.0D, true));
    this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, false));
    this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityLiving.class, 0, false, true, IMob.mobSelector));
    //this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityLiving.class, 0, true, false, IMob.mobSelector));
    this.addRandomArmor();
    //this.setSprinting(true);




    }

    public boolean attackEntityAsMob(Entity par1Entity)
    {
    super.attackEntityAsMob(par1Entity);
    this.attackTimer = 5;
    this.worldObj.setEntityState(this, (byte)4);
    boolean flag = par1Entity.attackEntityFrom(DamageSource.causeMobDamage(this), (float)(7 + this.rand.nextInt(15)));
    if (flag)
    {
    // par1Entity.motionY += 0.4000000059604645D;
    }
    // this.playSound("mob.irongolem.throw", 1.0F, 1.0F);
    return flag;
    }


    /**
    * Basic mob attack. Default to touch of death in EntityCreature. Overridden by each mob to define their attack.
    */
    protected void attackEntity(Entity p_70785_1_, float p_70785_2_)
    {
    if (this.attackTime <= 0 && p_70785_2_ < 2.0F && p_70785_1_.boundingBox.maxY > this.boundingBox.minY && p_70785_1_.boundingBox.minY < this.boundingBox.maxY)
    {
    this.attackTime = 5;
    this.attackEntityAsMob(p_70785_1_);
    }
    }






    public boolean isAIEnabled()
    {
    return true;
    }
    protected void collideWithEntity(Entity p_82167_1_)
    {
    if (p_82167_1_ instanceof IMob && this.getRNG().nextInt(20) == 0)
    {
    this.setAttackTarget((EntityLivingBase)p_82167_1_);
    }

    super.collideWithEntity(p_82167_1_);
    }



    @Override
    protected void applyEntityAttributes() {
    super.applyEntityAttributes();
    getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(40.0D);
    //getEntityAttribute(SharedMonsterAttributes.followRange).setBaseValue(32.0D);
    //getEntityAttribute(SharedMonsterAttributes.knockbackResistance).setBaseValue(0.0D);
    getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(.25D);
    // getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(10.0D);



    }



    protected Item getDropItem()
    {
    return null;

    }

    protected void dropRareDrop(int par1)
    {
    switch (this.rand.nextInt(3))
    {
    case 0:
    this.dropItem(Items.diamond, 1);
    break;
    case 1:
    this.dropItem(Items.diamond_pickaxe, 1);
    break;
    case 2:
    this.dropItem(Items.diamond_sword, 1);
    }
    }

    protected void addRandomArmor()
    {
    super.addRandomArmor();
    int i = this.rand.nextInt(5);

    if (i == 0)
    {
    this.setCurrentItemOrArmor(0, new ItemStack(Items.wooden_sword));
    }
    if (i == 1)
    {
    this.setCurrentItemOrArmor(0, new ItemStack(Items.stone_sword));
    }
    if (i == 2)
    {
    this.setCurrentItemOrArmor(0, new ItemStack(Items.golden_sword));
    }
    if (i == 3)
    {
    this.setCurrentItemOrArmor(0, new ItemStack(Items.iron_sword));
    }
    if (i == 4)
    {
    this.setCurrentItemOrArmor(0, new ItemStack(Items.diamond_sword));
    }
    //if (i == 5)
    // {
    // this.setCurrentItemOrArmor(0, new ItemStack(Items.iron_sword));
    // }
    }

    private boolean field_146076_bu = false;
    private float field_146074_bv = -1.0F;
    private float field_146073_bw;
    private static final String __OBFID = "CL_00001702";





    protected void entityInit()
    {
    super.entityInit();
    this.getDataWatcher().addObject(12, Byte.valueOf((byte)0));
    this.getDataWatcher().addObject(13, Byte.valueOf((byte)0));
    this.getDataWatcher().addObject(14, Byte.valueOf((byte)0));
    }

    /**
    * Returns the current armor value as determined by a call to InventoryPlayer.getTotalArmorValue
    */
    public int getTotalArmorValue()
    {
    int i = super.getTotalArmorValue() + 2;

    if (i > 20)
    {
    i = 20;
    }

    return i;


    }


    /**
    * Get the experience points the entity currently has.
    */
    protected int getExperiencePoints(EntityPlayer p_70693_1_)
    {
    if (this.isChild())
    {
    this.experienceValue = (int)((float)this.experienceValue * 2.5F);
    }

    return super.getExperiencePoints(p_70693_1_);
    }





    /**
    * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
    * use this to react to sunlight and start to burn.
    */
    public void onLivingUpdate()
    {
    super.onLivingUpdate();

    }








    public IEntityLivingData onSpawnWithEgg(IEntityLivingData p_110161_1_)
    {
    Object p_110161_1_1 = super.onSpawnWithEgg(p_110161_1_);
    float f = this.worldObj.func_147462_b(this.posX, this.posY, this.posZ);
    this.setCanPickUpLoot(this.rand.nextFloat() < 0.55F * f);
    this.addRandomArmor();
    this.enchantEquipment();

    if (this.getEquipmentInSlot(4) == null)
    {
    Calendar calendar = this.worldObj.getCurrentDate();

    if (calendar.get(2) + 1 == 10 && calendar.get(5) == 31 && this.rand.nextFloat() < 0.25F)
    {
    this.setCurrentItemOrArmor(4, new ItemStack(this.rand.nextFloat() < 0.1F ? Blocks.lit_pumpkin : Blocks.pumpkin));
    this.equipmentDropChances[4] = 0.0F;
    }
    }
    return (IEntityLivingData)p_110161_1_1;
    }




    @SideOnly(Side.CLIENT)
    public void handleHealthUpdate(byte p_70103_1_)
    {
    if (p_70103_1_ == 16)
    {
    this.worldObj.playSound(this.posX + 0.5D, this.posY + 0.5D, this.posZ + 0.5D, "mob.zombie.remedy", 1.0F + this.rand.nextFloat(), this.rand.nextFloat() * 0.7F + 0.3F, false);
    }
    else
    {
    super.handleHealthUpdate(p_70103_1_);
    }
    }

    /**
    * Determines if an entity can be despawned, used on idle far away entities
    */
    protected boolean canDespawn()
    {
    return false;
    }

    }



    I believe it has to do with the AttackEntityasMob Method, however; I am unaware on how to obtain or implement the dmg of the held weapon.
    I have changed it so it randomly adds Weapons to my Mobs from Wooden to Diamond Swords. Since each Weapon changes at Spawn I need Coding that does DMG to other Mobs based off of the held item. I extend Golem because it is a Player Friendly Class and I can make it attack Hostile Mobs.

    I seem to remember a GolemsPlus mod I created one time where I implemented a mob that was exactly like this one. I don't remember exactly how I got it to hold the item, but all you have to do once you can actually get it to hold an item you can simply call a get weapon damage function (it's been ages, I'm sure the function name has changed) and add that to its base damage in the AttackEntityAsMob method (the iron golem, for example, has a base damage value with a randomizer; remove this randomizer and change the base damage value to match the entity's weapon damage).
    Posted in: Modification Development
  • 0

    posted a message on Help with second EXP bar?
    Hey all,

    I'm trying to add in a second EXP bar that goes above the first one, but after searching Youtube, the Forge directories, and various Google search results I can only find container GUI tutorials and GUI-on-item-use tutorials. Would anyone know how to edit the hotbar/exp/health overlay and add a new bar without actually modifying any core files (for compatibility purposes)?

    Furthermore, the second EXP bar is for a different kind of EXP, so I'm guessing I'd need to make edits to the player class?

    (I haven't modded since the MCP days - before Forge came to dominate everything - and to be frank, I've hated Forge with a burning passion ever since its rise to dominance, but I told myself I'd give it one more shot before I quit trying to mod altogether. It was way easier with raw source code and MCP, although that led to limited mod compatibility and more complicated installations, so I can understand why Forge is user-preferred nowadays.)
    Posted in: Modification Development
  • 1

    posted a message on Microsoft/Mojang Deal Confirmed.
    I stopped playing regularly a while ago (blame Valve), but honestly, this is kinda depressing. I remember reading Notch's blog and his updates when I was younger, it felt like he was directly addressing the community. There were always the joke updates, the April Fool's jokes, lots of things that really created a sense of community. The first loss of community I felt was when Classic died; I had a lot of friends from that. This is on an entirely new level.

    Don't get me wrong. I'm a PC guy. I don't hate Microsoft, but it's disappointing that Mojang was bought out like that. I considered them above that.

    Oh well. It's their decision; we can lament it all we want, but nothing is going to change.

    It's been fun.
    Posted in: Discussion
  • 0

    posted a message on Looking for a team...
    Quote from dude0367

    You don't want to use Dropbox for group programming, use version control instead (Github).


    Oh. Thanks. I'm new to group programming :P
    Posted in: Mods Discussion
  • 0

    posted a message on Looking for a team...
    I've decided that I want to have a serious attempt at making a mod.

    However, my ideas are running rather thin right now (I thought first of making Minecraft into 3D Terraria, because Terraria is pretty much 2D Minecraft with lots and lots and lots more to it, namely a huge RPG element that Minecraft lacks). I wanted to restart a mod I had running in 1.4, but since that just adds more enchantments, I can work on that solo. I already have the source code anyway.

    No, what I'm talking about is a team mod.

    A mod where there are people with dedicated jobs. A group workspace, a Skype to make sure we're not working on the same things at the same time (I've never done a dynamic workspace, but real time coding sessions sound plausible, that way we can all fix each other's code as needed). That sort of thing.

    (I really like hardcore RPGs, so my first idea was to do a mod that sort of mimics the style of a game called Realm of the Mad God. It's not complicated to understand, but it's quite fun and it has a lot of elements to it.)

    Jobs needed:

    - Two programmers. "Programmer" refers to a kind of jack-of-all-trades.
    - An artist or two. Should be competent in items, blocks, and mobs/projectiles.
    - A sound guy. There's probably a formal term for this, but the sound guy comes up with sounds.
    - An animator. This job is terribly important if we do an RPG-style thing.
    - Someone skilled at rendering. Could be the same person as the animator, or a main programmer if they're particularly skilled at rendering.
    - Anyone who has ideas is also welcome to submit them; once we have a decided mod idea, ideas for features are still accepted. Unless, of course, we've got enough to do.

    Current Team:
    (Just me ._.)
    Lead Developer/Programmer: lordofroosters
    Programmer: (nobody)
    Programmer: (nobody)
    Artist: (nobody)
    The Sound Guy: (nobody)
    Animator: (nobody)
    Renderer: (nobody)
    Modeler: lordofroosters <- Techne made modeling a lot easier, and I'm fairly confident in my modeling skills

    Ideas: (none yet submitted)

    Application
    IGN:
    Skype:
    Position:
    A little about you:
    Posted in: Mods Discussion
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Everything works fine until I go to import a schematic, at which point my mouse will freeze. I can hit escape and close the Windows Explorer view, at which point my mouse will unfreeze, but I can't get to my desktop to select the schematic. I've stuck with just putting my stuff in the schematics folder, but it's still an issue.
    Posted in: Minecraft Tools
  • 0

    posted a message on server owners read this ****please read through and think*****
    Instead of just saying "someone hire me pls," perhaps you should scan this forum section. There are a lot of new servers looking for staff. Put in the effort to look for one you think you can commit to. I used to do stuff like this, then I realised it made it look like I was just greedy for a staff position.
    Posted in: Server Recruitment
  • 0

    posted a message on Pineapple PVP [Towny] [Survival] [PVP Everywhere]
    Server's good. Not getting any significant lag (my connection is awkward sometimes) and the people are nice. Plus there are loads of towns to join :D
    Posted in: PC Servers
  • 0

    posted a message on Wanna make my own server looking for help!
    Alright, sounds good. I'm on another server as well, so I'll have to parcel out the time, but I'll manage.
    Posted in: Server Recruitment
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