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    posted a message on How Do I Apply Mods To Minecraft Without WinRar
    If it's specifically WinRar you don't want, try 7Zip or Bandizip. Both are totally free, but in my opinion Bandizip is the more polished and user-friendly one.

    If you don't want any archive-opening programs, there are Minecraft-specific mod installers that you can get. I've never tried them, however, so I can't speak for their stability.

    What I use is a program called Magic Launcher, made by the same guy who created Optifine. It replaces the game launcher and allows you to manage mods and have multiple .minecraft folders without touching the jar files. It takes some figuring-out at first, but once you get used to it, it's very easy to use.
    Posted in: Mods Discussion
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    posted a message on [April Fools] Minecraft 2.0 is Finally Coming!
    As an addendum to my previous comment:

    BACON!
    Posted in: Minecraft News
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    posted a message on [April Fools] Minecraft 2.0 is Finally Coming!
    I'm slightly embarrassed to say that it took me about half of paulsoaresjr's video of this to realize it was a fake. Maybe I'll do the same thing with my mods...
    Posted in: Minecraft News
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    posted a message on [1.5] Icons and Block Textures
    Quote from Lomeli12

    The problem is that the texturing method is not part of Forge, it's part of Minecraft's base code. Lex and the others that work on Forge would have to rewrite Minecraft's base files to use the old 256x256 sprite sheets, and that would mess up the vanilla textures.

    I'm aware that going back to the old style would mess things up; that part was more, "If I worked at Mojang, I would have done it this way first." I'm just hoping there is a way of using my own folder structure that we simply haven't discovered yet. I don't like all the items being grouped together without any further organization.
    Posted in: Tutorials
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    posted a message on [1.5] Icons and Block Textures
    I hope there's either a way to have your own folder structure or that they add one if enough people complain. I, for example, have a gun mod and would like separate folders for guns, throwable bombs, and generic crafting items. Maybe when Forge or MCP devs decipher the method names, they'll uncover a way of doing this. Until then, anyone know how this would work? Would I have to create my own texture loader that extends IconRegister?

    If I were Mojang, I'd have kept the 256x256 sprite sheets, but use something Forge's setTextureFile() method to determine which file each block gets its texture from. It still solves the limited sprite problem, but doesn't create anywhere near as much work for modders and texture artists.
    Posted in: Tutorials
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    posted a message on New Zeppelin Mod
    I attempted to send a PM to blakmajik asking for permission to update his mod, but the forum gave me the following error:

    The following errors were found
    The member blakmajik can not use the messaging system
    This personal message has not been sent

    I don't know if he has personally disabled private messages or if it's the work of a moderator, but for whatever reason it seems he is completely cut off from communication. This poses an interesting question: Would anyone care if someone defied the license and updated it anyway, or do you think they would get flak from the community for doing something technically illegal? As it stands, it's perfectly legal to decompile and modify the code privately, but we aren't supposed to publicly distribute it.
    Posted in: Requests / Ideas For Mods
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    posted a message on New Zeppelin Mod
    I'm glad to see this thread is still going. If nobody else steps up, I may decompile it just to have a look around. I doubt that I could make head or tail of it, but it's worth a try.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.4.6 - 1.5.2][FORGE][LIST] nerdboy64's Mods - SimpleGuns and Adventure Kit now for 1.5.2!
    Quick PSA
    As of 6:17 PM PST, my website has gone down. This is not my doing, and it appears that other users on the same hosting service are experiencing similar problems. Since it's the host service that is down, I have no idea when it will be back up. Because of this, all of the downloads on this page are broken. If you want to download my mods, the pages on Planet Minecraft are still up. You can find them through my profile by clicking here.
    Posted in: Minecraft Mods
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    posted a message on item icon not showing, and how to light distant objects on fire?
    The onItemUse function refers to whatever block is currently selected (with the grey outline around it), and I don't think there's a way to extend the range. There's a way around this if you're using Forge, though I'm not sure about ModLoader. Either way, the solution is very complicated.

    As for file structure, the name and location of the MCP folder don't matter as long as the folders and files inside it aren't messed with.
    Posted in: Mods Discussion
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    posted a message on #%$&ing Eclipse...
    I don't think there's a way to get the old ones back, but I know how to prevent it from happening again.

    What I do is put the image files in a .zip file, then put it in jars/mods. Even though there are no class files, the game still finds it and loads the images in. That way, they won't be deleted unless you run the cleanup script.
    Posted in: Mods Discussion
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    posted a message on [1.4.6 - 1.5.2][FORGE][LIST] nerdboy64's Mods - SimpleGuns and Adventure Kit now for 1.5.2!
    Quote from pinballboy7

    One thing to note is that repeatedly shooting certain blocks from other mods can cause crashes, though you probably can't do anything about that. So far I have only seen this happen with ComputerCraft and Buildcraft pumps.

    Also, I just want to say that the Mount and Blade-like controls are pleasing.

    Odd... in the current version, guns should only be affecting entities. The fact that they crash when shooting a block is rather strange. Glad you like the controls, though the resemblance to MaB is just a coincidence.
    Posted in: Minecraft Mods
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    posted a message on New Zeppelin Mod
    I would like to see this as well. I used to love the Zeppelin mod and was sad to see it die. While I am a modder, I don't have anything NEAR the skill required to recreate Blakmajik's work.

    One idea for balancing the mod: Have "engine" blocks that can move a certain number of other blocks in a vessel. If you don't have enough engines, your craft won't move. If you have more than enough, you can get more speed out of it. For example, let's say your ship is made of a total of 500 blocks, and each engine can handle 100 blocks. Five engines will get you minimum velocity, six or more will make it faster.
    Posted in: Requests / Ideas For Mods
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    posted a message on What's your opinion on cracked Minecraft?
    Morally speaking, I think piracy is wrong. If you were to ask me "Why can't I use your mods on my cracked version of Minecraft?" I would tell you to go buy a legitimate copy and offer no further help. Logically, however, it's not like Mojang is going to go bankrupt because a few thousand out of literally millions of players pirate it.
    Posted in: Discussion
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    posted a message on Help with NBT Tags
    Quote from bartboy8

    Im attempting to use NBT Tags to save an array of block locations, matching with player names. I am trying to save this to my item. But it isn't working. I crash with this:

    -snip-

    (Also this is my first mod and also just a test to see if it will work). If there is a better way to save block location and player names. Please say! Also I need it to still contain this info even after restart. I am trying to make a protection mod and have everything working besides this! Please help if you can

    ItemStacks don't have NBTs by default, so you need to create one if it doesn't exist. Otherwise, trying to access it will cause a nullPointerException and crash the game. The code would be something like this:
    if(itemstack.getTagCompound == null) itemstack.setTagCompound(new NBTTagCompound());

    Also, in order for an item to be NBT-compatible, it can't be stackable. In the constructor for your item, put this if you don't already have it:
    this.setMaxStackSize(1);

    EDIT: Also, as integerArray already pointed out, you don't need to get the getCurrentEquippedItem part, since the argument "itemstack" is already the player's current item.
    Posted in: Modification Development
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    posted a message on The Modders' Union - Partners with the TAU!
    Quote from Jaryt23

    Sorry I don't know D:

    But on the other hand, can anyone tell me how to use NBTTags with Items? Everything I read up on it always turned out to not show what method, or wasn't for Items/Itemstacks.
    I tried to make an external NBTCompound File (Like say Player.dat), but I have no idea how to, any help?


    ItemStacks have a variable called stackTagCompound. To get or set values, the code would look like this:
    NBTTagCompound nbt = itemstack.stackTagCompound;
    nbt.setInt("tagName", 12);
    int i = nbt.getInt("tagName");

    You can also use setBoolean, setLong, setDouble, etc. and their corresponding get methods. In vanilla, it's mostly used to store enchantments, but I use them for all sorts of things.
    Posted in: Mods Discussion
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