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    posted a message on Puppeh Craft
    Dude these dog look so cute.
    Posted in: Modification Development
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    posted a message on New bow animations without editing base files
    Quote from artwich

    Simply put: no, you can't do it without editing EntityPlayerSP (or all classes which use the multiplier).


    No? Maybe for an average n00by coder but a person by the name of notch could probably easily do it without editing it. :wink.gif:
    Posted in: Modification Development
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    posted a message on Terrain Generation
    Bump
    Posted in: Modification Development
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    posted a message on Terrain Generation
    Looking for someone that could teach me basic terrain generation for my dimension mod. Nothing too complicated, just raising hill would make me happy.
    Posted in: Modification Development
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    posted a message on Getting Into Mod Development
    start by learning java. -.-
    Posted in: Modification Development
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    posted a message on i have a genious mod in progress..
    Bro spore is the game you're looking for :Skeleton:
    Posted in: WIP Mods
  • 0

    posted a message on Entity give off light?
    Quote from SeptimusH

    I'm not a java whiz, like you. I love your tutorials, by the way.

    I'm not some expert coder who can pull any sort of code out of his brain.


    Well why are you attempting to mod in the first place? you need to know some java..
    Posted in: Mods Discussion
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    posted a message on setRandomSeed Error god damnit
    OK i fixed it. Thankfully i had eclipse to assist me.

    Instead of setRandomSeed it was func_35462_u
    Posted in: Modification Development
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    posted a message on Item Id for a Stick?
    wow am i the only one that do recipes all on one line of code? i keep seeing people doing in in 3 line while i think it look much cleaner with just 1 line.
    Posted in: Modification Development
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    posted a message on setRandomSeed Error god damnit
    I decompiled at least 5 time now since last week and no. This is a minecraft 1.8 with modloader and audiomod and using mcp44. i did run updatemcp.

    Since its a naming error could anyone go there and give me the good one? I also had a second error which i figured out myself, i had a playBlock method where it was actually powerBlock in blockNote.
    Posted in: Modification Development
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    posted a message on setRandomSeed Error god damnit
    bump :Skeleton:
    Posted in: Modification Development
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    posted a message on setRandomSeed Error god damnit
    Ok i've been having this for TOO LONG. After installing the SAPI and the forge api i'm still getting this error and i just can't figure it out...

    The method setRandomSeed(int, int, int) is undefined for the type World MapGenVillage.java


    I tried EVERYTHING but i just can't figure it out. I'm not new to modding either so don't consider me as a n00b or other stuff like that. :wink.gif:

    here the full code (I didn't touch it AT ALL! this is from the decompiled one by mcp)

    // Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
    // Jad home page: http://www.kpdus.com/jad.html
    // Decompiler options: packimports(3) braces deadcode 
    
    package net.minecraft.src;
    
    import java.util.*;
    
    // Referenced classes of package net.minecraft.src:
    //            MapGenStructure, World, WorldChunkManager, StructureVillageStart, 
    //            BiomeGenBase, StructureStart
    
    public class MapGenVillage extends MapGenStructure
    {
    
        public MapGenVillage()
        {
        }
    
        protected boolean canSpawnStructureAtCoords(int i, int j)
        {
            byte byte0 = 32;
            byte byte1 = 8;
            int k = i;
            int l = j;
            if(i < 0)
            {
                i -= byte0 - 1;
            }
            if(j < 0)
            {
                j -= byte0 - 1;
            }
            int i1 = i / byte0;
            int j1 = j / byte0;
            Random random = worldObj.setRandomSeed(i1, j1, 0x9e7f70);
            i1 *= byte0;
            j1 *= byte0;
            i1 += random.nextInt(byte0 - byte1);
            j1 += random.nextInt(byte0 - byte1);
            i = k;
            j = l;
            if(i == i1 && j == j1)
            {
                boolean flag = worldObj.getWorldChunkManager().areBiomesViable(i * 16 + 8, j * 16 + 8, 0, villageSpawnBiomes);
                if(flag)
                {
                    return true;
                }
            }
            return false;
        }
    
        protected StructureStart getStructureStart(int i, int j)
        {
            return new StructureVillageStart(worldObj, rand, i, j);
        }
    
        public static List villageSpawnBiomes;
    
        static 
        {
            villageSpawnBiomes = Arrays.asList(new BiomeGenBase[] {
                BiomeGenBase.plains, BiomeGenBase.desert
            });
        }
    }
    Posted in: Modification Development
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    posted a message on Multi drop

    Old stupid solution:
    Maybe you can override the function that drops the items?
    I don't have MCP handy, but the decompiled server code at https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/Block.java#L306 states the dropping code. Find in block.class a similar function, then override it. It should be similar to
    public void dropNaturally(World world, int i, int j, int k, int l, float f) {
    //Replace the code, obviously, with the real name of the function and the real content
            if (!world.isStatic) {
                int i1 = this.a(world.random);
    
                for (int j1 = 0; j1 < i1; ++j1) {
                    if (world.random.nextFloat() <= f) {
                        int k1 = this.a(l, world.random);
    
                        if (k1 > 0) {
                            this.a(world, i, j, k, new ItemStack(k1, 1, this.a_(l)));
                            //ADD it here, after a line like this
                            this.a(world, i, j, k, new ItemStack(46, 1, this.a_(l)));//Drops tnt
                        }
                    }
                }
            }
        }
    "return" means "give this number back and stop executing everything after this", so returning
    different ids won't work.

    Edit: easier way: maybe you can just override the drop function so that it returns different items for the first and the second time?
            private boolean dropTheFirstItem = false;
            public int idDropped(int i, Random random)
            {
                    dropTheFirstItem = !dropTheFirstItem; //Invert the boolean
                    if (dropTheFirstItem) {
                        return Item.slimeball.ShiftedIndex;
                    } else  {
                        return Block.dirt.BlockID;
                    }
            }



    Your easier way would result in a 1/2 chance of dropping either of those 2. By the way,

    It's shiftedIndex, not ShiftedIndex and blockID, not BlockID.
    Posted in: Mods Discussion
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    posted a message on Multi drop
    Quote from TheOthuyeg

            public int idDropped(int i, Random random)
    	{
    		return Item.slimeball.ShiftedIndex;
                    return Block.dirt.BlockID;
    	}
            public int quantityDropped(Random random)
        	{
                     return 4;
        	}
    }

    something like that i guess
    it will return a slimeball and a dirt block and four of each
            public int idDropped(int i, Random random)
    	{
    		return Item.slimeball.ShiftedIndex;
    	}
            public int quantityDropped(Random random)
        	{
                     return 4;
        	}
            public int idDropped(int i, Random random)
    	{
                    return Block.dirt.BlockID;
    	}
            public int quantityDropped(Random random)
        	{
                     return 4;
        	}
    }

    I don't think this one will work though


    Lol? You can't return twice in the same block of code. lern2javapls

    on the second one, you don't call the same method twice. Stop trying to do stupid workaround. Java was designed for people that use their head. :huh.gif:
    Posted in: Mods Discussion
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    posted a message on _Oxymoron_'s Mod Reviews
    I'm an oxysoft. A legend among his kind.
    Posted in: Mods Discussion
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