DirectoryInfo saves = new DirectoryInfo(Environment.GetFolderPath(Environment.SpecialFolder.ApplicatonData) + "\\.minecraft\\saves"); foreach(DirectoryInfo dir in saves.GetDirectories()) { foreach(FileInfo file in dir.GetFiles()) { if(file.Name == "level.dat") { //it is a save, do whatever you want } } }
- micdoodle8
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Member for 12 years, 11 months, and 7 days
Last active Fri, Jan, 26 2018 22:44:35
- 17 Followers
- 1,122 Total Posts
- 775 Thanks
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wblabla4 posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]He's asking for this:Posted in: Minecraft Tools
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jaquadro posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]I'm not entirely sure what you're asking for no. 2, but I'm assuming you want to try and get a path to the save folder?Posted in: Minecraft Tools
This is the code I use in NBTExplorer to try and guess at the Minecraft save path.
string path = Environment.ExpandEnvironmentVariables("%APPDATA%"); if (!Directory.Exists(path)) { path = Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData); } path = Path.Combine(path, ".minecraft"); path = Path.Combine(path, "saves");
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ravand posted a message on Curse Client, Pt2: Texture Pack Uploads Made EasyThis seems like curse wants to make money from the digital authors' works and present it as some kind of good deed. Definitely a no to this whole curse launcher/texturepack thing.Posted in: Minecraft News
How much do u get per 1 download and how much points can you reedem for how much money/giftcards cash/etc.
Quote from the reward system:
"Points are calculated magically. Actually, it's based off of popularity of the addon via installs with the Curse Client v5, as well as downloads from Curse.com".
This is imo a little too unspecified.
I have been reading through some of the comments and why shouldn't mediafire/rapidshare/and this forum be insecure sites for uploading and presenting your texture packs on? Actually uploading them on their launcher/site whatever isn't much of a big difference i still have to reupload my texture packs everytime there was an update. Imo they just want to illustrate other methods of uploading the texture pack falsely as insecure to convince people to actually use their texture pack uploading system.
Me for example i host my texture packs privately on our root with a clever syncing strategy, that means when my texture pack has been edited/updated it automatically ONLY uploads changes so i don't have to reupload 300mb+ everytime (not everyone has a good internet connection). I can't effort to switch to these old fashioned 1 click hosting methods. If more people are against this whole curse client thing i am willing to distribute my syncing method . Wait a sec am i blackmailing now? hahaha
Additionally some texture pack artists earn alot of money from donations so if this whole curse project gets overhyped (like everything else related to minecraft) im pretty sure texture pack artists are going to earn alot lot less than before, simply because the old way of supporting the artists will be burried in oblivion.
So a big big NO to this whole curse thing. -
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Chiffmonkey posted a message on Curse Client, Pt2: Texture Pack Uploads Made EasyHey look yet again Curse using the official Minecraft forums to shove their products down our throats.Posted in: Minecraft News -
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Hunter0697 posted a message on Breaking News - Modding API Updates!We all know mod api isnt coming.........Posted in: Minecraft News -
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Exalm posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPCDevelopment update!Posted in: Minecraft Mods
Probably the last one before stable release.
SSP:https://github.com/Exalm/Minecraft-mods/raw/master/bin/ssp-0.15/ssp.zipOldDays:
https://github.com/Exalm/Minecraft-mods/raw/master/bin/ssp-0.15/ssp-src.zip
Few loader improvements for OldDays, so rebuild.https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days-allin1.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days-actions.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days-bugs.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days-gameplay.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days-mobs.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days-eyecandy.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days-sounds.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days-crafting.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days-textures.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days-nbxlite.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/sounds.zip
https://github.com/Exalm/Minecraft-mods/raw/master/bin/old-days-2.0b9/old-days-src.zip
SMP mode is mostly supported now.
It's now possible to change settings to SMP, and they apply for all players. (Improvement since 1.2.5 :))
Added [?] buttons for tooltips, since right click was too unobvious, so many people thought I removed them.
Fixed conditional props, added another kind of them.
Fixed error with Optifine.
Fixed old stars.
Improved chunk reloading when changing generator etc. Now it uses 1.7.3 light updating code.
Fixed old leaves, now they should look identical to 1.7.3.
Added 1.8pre time control.
Made sunrise effect and old hoe optional.
Many bug fixes.
Probably new bugs, since I refactored many things again to make them work with SMP. (Who said that I need to code things 2 times for SSP and SMP? Nope! I need to do them once, but with SMP in mind.)
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123doggyluvuh posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)Chaos, you need to copy this thread into reddit, and planet minecraft etc.Posted in: Discussion
There needs to be a larger group for mojang to really take it seriously enough.
Once there is a firm fan base in all those major minecraft forumsy areas, you should post all those links and everything in one huge tweet to mojang, complete with a petition.
lol
Rambling on a bit -
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SSundeeYoutube posted a message on Crossbow Mod 2 - 100% Customizable! - 250+ Combinations!Hey man, I made a mod review on youtube. Check it out! and thanks for the great mod.Posted in: Minecraft Mods
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TXF posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPCHmm, any chance of adding how boats used to break? Not as far as what they drop, but how they actually break. Now days, it seems boats break when hitting anything, no matter what angle they hit at..Posted in: Minecraft Mods
I was watching Etho's Let's play, and I believe early on he pointed out that boats don't break if they hit a wall going perfectly straight, as demonstrated by his eats road he made. At the end, he made a turn around, where the boat smashed into a wall, turned, hit another wall, then turned again, and went back to the start. I tried making a similar thing using olddays and the boat just smashes to pieces when it hits the wall to turn.
It'd make making eats roads a bit easier, and more accurate to older versions if boats acted more like they used to. (Eats roads are already working for the most part using the water lifts bug, the only issue now, is how easy the boats break.) -
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Pudelhund posted a message on [1.3.2][SMP|SSP] Pudelhund's Dimension API v1.6.1Posted in: Minecraft ModsPudelhund's Dimension API
This is a dimension-adding API that works on both the client and server. It is simple and straightforward for modders to use, while at the same time it maximizes the possible customizations they can make to their dimensions with a comprehensive library of hooks and features. The following are some of the features which modders may utilize by adopting this API:
-- Custom portal blocks and items for your dimension; you may create as many as you wish until you run into block ID limits. You can also easily use other methods (such as entity interaction) to trigger teleportation.
-- For your portal(s), you may define:
- a custom Teleporter
- a custom entering/leaving message
- a custom achievement to be triggered upon entering the dimension
- whether the portal acts immediately or after a delay (as well as the length of the delay)
- whether it displays the Nether portal animation
- in which dimensions it can be used
- to which dimension it returns the player
- whether it can be used for fast/slow travel (and by what factor)
- a custom portal texture, and a custom overlay when about to teleport
-- It also adds various hooks related to sky rendering, biomes, and other features, which you may use in your WorldProvider file.
-- In your WorldProvider, you may define:
- a set of biomes to be generated; a biome may generate normally or as a sub-biome of a larger biome, like an ocean, like a river, on the border between two biomes, or after all the other biomes have generated
- a custom edition of RenderGlobal.java, as well as:
- whether clouds are rendered
- whether void fog is rendered
- additional objects to be rendered in the sky
- the size and texture of the sun and moon
- the brightness of the stars
- the player's respawn message if he or she dies in the dimension
- in what dimension the player respawns (currently only for the client)
- whether the dimension has the End's sky texture
- the name of the dimension's save folder
-- The API additionally possesses multiple other dimension-related utilities:
- adjust the maximum height of the dimension's terrain to 256
- determine what happens when one of Minecraft's existing blocks or items are used or placed
- intercept the addition or removal of a block from the world
- intercept an item when it is right-clicked
- render a custom overlay on the player's view ingame
- easily spawn custom portal particles
- easily add a new Teleporter
--DOWNLOAD & INSTALL--
Make sure to read this section in its entirety before downloading and installing.
Dimension API no longer requires any other mods to be downloaded before it can run. Make sure to install this mod AFTER ModLoader or ModLoaderMP. Also, please only use the alternate download if the regular one does not work for you.
Download Dimension API Client v1.6.1 for Minecraft 1.3.2 (alternate download)
Download Dimension API Server v1.6.1 for Minecraft 1.3.2 (alternate download)
If you have Minecraft Forge installed, use this version instead (it works for both the client and server, but make sure to have Forge already installed before using it):
Download Dimension API v1.6.1 for Minecraft 1.3.2 - Forge edition (alternate download)
Installation instructions:
1. Download Dimension API above; use the client version if you are installing the mod on singleplayer, and the server version if you are installing it on multiplayer. (Again, this doesn't apply to the Forge version.)
2. For singleplayer, go to your minecraft.jar and delete the META-INF folder. For multiplayer, go to your minecraft_server.jar but DO NOT delete this folder.
3. Drag and drop all the files from the download into your minecraft.jar (or minecraft_server.jar if installing on a server).
4. You're finished.
If you're a modder, install the same way and then decompile with MCP or use the sources provided under "For Modders." Decompiling should produce no errors.
--CHANGELOG & PREVIOUS VERSIONS--
Version 1.6.1 (MC 1.3.2) (current version)
- Updated to Minecraft 1.3.2.
- Moved block addition/removal hooks to WorldServer so that the API no longer edits Chunk; now use DimensionChunk for terrain generation that exceeds 128 blocks of height, or for any terrain generation if you're somehow not using ModLoader or Forge.
Version 1.6 (MC 1.3.1) (client download | server download)
- Updated to Minecraft 1.3.1; some fairly major infrastructural changes occurred as a result.
- Dropped ModLoader and ModLoaderMP as dependencies; although most modders will still need ModLoader or Forge for now, technically no other mod is required for Dimension API to run.
- Integrated compatibility patches for ModLoader, ModLoaderMP, and Forge (partially, since it was not yet updated at the time of this version's release) into the API; there will no longer have to be a separate Forge patch.
- Added respawning in non-overworld dimensions to the server.
- Added an option to override respawning completely (per dimension) with a custom method.
- Added method descriptions to some of the API's most important source files, as well as markers where it edits vanilla code.
- Fixed a bug where decompiling the API would produce errors in GenLayerDimension.java.
- Fixed a bug where server-side biome generation behaved weirdly.
Version 1.5.1 (MC 1.2.5) (client download | server download | Forge client)
- The API now edits one fewer class on both the client and server; no other changes.
Version 1.5 (MC 1.2.5) (client download | server download)
- Added support for easily including multiple biomes in a custom dimension; several different types of biomes can be generated (major, minor, border, ocean, river, and miscellaneous for other types). Note that biome temperatures are currently buggy in multiplayer.
- Added a hook to intercept the addition and removal of a block from the world.
- Added a hook to intercept the right-clicking of an item.
- Allowed the Teleporter class to vary depending on the dimension from and to which the player is teleporting.
- Added a hook called before and one called after the player is teleported to and from a dimension, as well as (for the client) when the player is teleporting in the process of respawning.
- Made the onItemUse method in IItemUse more appropriate for utilization as a block placement intercept.
- Finally fixed a bug where the Nether portal animation would display when walking out of a custom portal, and the custom portal animation would display for the Nether portal.
Version 1.4 (MC 1.2.5) (client download | server download | Forge client | Forge server)
- Fixed a bug where a modded portal overlay would sometimes display instead of the Nether portal overlay.
- Removed the buggy implementation of infinite sprites; it just wasn't good enough.
Version 1.3 (MC 1.2.4) (client download | server download | Forge client | Forge server)
- Added support for a custom version of RenderGlobal by dimension.
- Added custom save folder names.
- Added adjustable terrain height per dimension. (256 vs. 128 blocks)
- Added support for overriding a texture file that isn't the terrain.png for custom animated portal textures.
- Added adjustable limit to the height at which portals can spawn when using TeleporterCustom.
- Added a buggy, experimental block/item sprite API (to add custom sprite sheets without using any terrain indices) as a workaround until Jeb adds this feature to the game.
Version 1.2 (MC 1.2.3) (client download | server download)
- Added a custom ingame screen overlay hook, useful especially for displaying a boss's health.
- Added an easy way to create new Teleporters if the portal's structure follows Nether portal pattern.
- Added an easy way to create custom portal particles like the Nether portal's.
- Added mod_ files so that the API is acknowledged by ModLoader. These don't do anything other than give the version number.
- Fixed a Minecraft bug where block IDs above 127 would crash the game when part of the terrain generation.
Version 1.1 (MC 1.2.3) (download - client/server, Forge version)
- Updated server.
- Fixed a bug where the portal would start triggering again immediately after the player arrived in a dimension.
Version 1.1, pre-release 1 (MC 1.2.3) (download - client/server)
- Added an extremely easy way to register a modified (differently-colored) Nether portal texture.
- Added support for custom portal overlays; now your portal texture (or actually any block's texture) can be displayed when the player is about to teleport instead of the Nether portal's texture.
- Added the ability to respawn the player in another dimension after dying in your dimension.
- Restructured teleportation triggering; now teleportation can be triggered by just about anything by implementing the ISpecialTeleportation interface.
- Added a hook that is called every time an item is used or a block is placed, to allow modders access to these events (for portal activation and such) by implementing the IItemUse interface.
- Custom dimensions can now have the End's sky texture.
Version 1.0 (MC 1.1.0) (download - client/server)
- First release
--FOR MODDERS--
General instructions, sample dimension, and sources:
Firstly, you can get the sources for this API here (currently v1.6.1, alternate download here). If you're using Forge, you can get the patched sources here (alternate download here). You can merge the src folder in the download with the src folder within your MCP directory to install (but delete the minecraft_server folder if you aren't modding the server). Note that the field/method names in my or your sources may be outdated, so there is a risk of recompile errors.
-- I am currently working on an overhaul of the sample dimension to use more of the API's features; the sources for the sample dimension are outdated but will only produce a couple of (easily-fixable) errors in MCP. --
I have made a very basic example dimension as a sort of tutorial (now for both client and server!); click here to download the sources for it. Screenshot:
You must do three things specially for this mod; otherwise you only need to create a dimension normally (with a ChunkProvider, Teleporter, possibly a WorldChunkManager, etc.):
1. Make a WorldProvider that extends WorldProviderBase; you can utilize the many render-related hooks that I have created via your WorldProvider (look in WorldProviderBase to see them), but technically you are only required to give your dimension an ID number.
2. Register your dimension in your mod_ file, within "public mod_Example." All you need to do is say "DimensionAPI.registerDimension(new WorldProviderExample())" DO NOT put this in load().
3. Create a custom block (or item) that teleports you to your dimension (a portal, basically). You need to make the block's file extend BlockPortalBase (or ItemTeleporterBase), and fill in all the required (abstract) fields.
An example of a custom WorldProvider using some of the API's hooks:
package net.minecraft.src; public class WorldProviderExample extends WorldProviderBase { public WorldProviderExample() { } //required: public int getDimensionID() { return 100; } //not required: public boolean renderClouds() { return false; } public boolean renderVoidFog() { return true; } public float setSunSize() { return 3.0F; } public float setMoonSize() { return 0.5F; } public String getSunTexture() { return "/example/sunRed.png"; } public String getMoonTexture() { return "/example/moonGreen.png"; } public boolean renderStars() { return false; } public boolean darkenSkyDuringRain() { return false; } public String getRespawnMessage() { return "Apparently this dimension is too tough for you ;)"; } //required by MC: public void registerWorldChunkManager() { worldChunkMgr = new WorldChunkManagerExample(worldObj); } public IChunkProvider getChunkProvider() { return new ChunkProviderExample(worldObj, worldObj.getWorldSeed()); } }
An example of a custom portal block:
package net.minecraft.src; import java.util.ArrayList; import java.util.List; public class BlockPortalExample extends BlockPortalBase { public BlockPortalExample(int i, int j) { super(i, j, Material.portal); } //required: public WorldProviderBase getDimension() { return new WorldProviderExample(); } public Teleporter getTeleporter() { return new TeleporterExample() } public String getEnteringMessage() { return "Entering the Example Dimension"; } public String getLeavingMessage() { return "Leaving the Example Dimension"; } //not required: public boolean isPortalImmediate() { return false;//does have a delay } public boolean displayPortalAnimation() { return true;//displays Nether portal animation } public List canTeleportFromDimension() { ArrayList arraylist = new ArrayList(); arraylist.add(Integer.valueOf(0));//player can teleport from overworld to this dimension arraylist.add(Integer.valueOf(-1));//player can teleport from Nether to this dimension return arraylist; } public int returnsPlayerToDimension() { return -1;//returns player to the Nether } public double getDistanceRatio() { return 0.2D;//slow travel } public int getPortalDelay() { return 150;//default } public Achievement triggerAchievement() { return mod_Example.exampleAchievement;//displays upon player's arrival in the dimension } }
As you can see, all the method names are pretty self-explanatory. Note that you do not have to change anything related to this API when porting your dimension to multiplayer, although you might want to get rid of any references to the rendering hooks in your WorldProvider as they are unnecessary in multiplayer.
I take requests for hooks/features to be added to the API, as long as they don't edit any more core class files than the API already does (I'll consider such hooks only if they're really huge, useful, and unique).
One last thing... I know how annoying it can be to lead people to a dozen different downloads just for one mod, so I give permission for modders who use this API to include it in their downloads. I only request that you mention your utilization of the API somewhere in your mod's post.
Video tutorial series by TheInstitutions:
This tutorial is created by TheInstitutions (go subscribe to his channel!). He's already made an updated version for 1.3.1:
--CURRENT USERS--
If you are using this to create a dimension and want to be included, send me the link to your mod's thread and maybe a screenshot or two so I can post them here.
All Dem Dimensions
AstroCraft
Atlantis Mod
Aurorae Dimension
Crazy Dimension
Creep Mod
Deathlands
DibbCraft
Forbidden Forest
Forgotten Legend
Freezer Mod
Ice Age (Planet Minecraft link)
MineEnhancer
Multidimensions
Mythcraft
Mythologycraft
NarutoCraft
Night Sky+ Space Mod
Pandora Mod
Pre-Prehistoric Mod
ScareMod
SpaceCraft
Underworld
Zoo Tycoon Mod
This API is also featured in ottoguy2's Ultimate API, a convenient pack of many useful modding APIs.
--COPYRIGHT--
This API is both open source and public domain. You have permission to redistribute the files from this mod, but I prefer that you give me some credit if you do so. You can incorporate any part of my code into your mod, overwrite any of my files, make patches between this and other mods without my permission, update the mod yourself if I discontinue it, etc. - To post a comment, please login.
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Fixed infinite ammo when only one bolt was left in SMP.
Just use the semi-automatic mechanism.
Fixed in version 4, refresh download page.
Interesting idea, not atm though.
Yes, just install minecraft forge into the server, run & stop, then place it in the mods folder just like you would on the client.
Should be fixed in version 3, let me know if it's not.
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You're asking to bring back something that was never there. And that's not what this mod does.
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Double check that the "CrossbowMod2- 132.zip" is inside the right folder ("/mods/") in your .minecraft directory. That's the only thing that would stop it from loading.
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Is Forge loading? Do you see a new "Mods" button on the main menu?
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Haha yeah not usually a good idea.
Interesting ideas, I'll add them to the ideas list.
It is SMP compatible.
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Need another error report then.