• 1

    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    This mod seems like a joke to me because minecraft doesn't share any remote similarity with halo in general. Guns in minecraft don't behave like a normal weapon would. Halo games without their great weapon gameplay is empty. While I can see how having elites, flood, grunts, marines, and other Halo related npcs as minecraft mobs might be a redeeming "planned" feature of this mod, The AI system in minecraft is so limited that they would filter to a bland lifeless and uninteresting ai encounter with predictable and slow combat. On top of that the minecraft look filtered over Halo's signature look would be pretty hard to pull off, people seeing this out of context would likely mistake this for some other bland sci fi addition to Minecraft. As for the vehicles, I can't even imagine what you guys are planning, but I don't think it's going to work how you guys want. Maybe I don't understand the goal of this mod. Are you focused on multiplayer or single player elements? What about first person hud elements? Shields? Powerups? Crafting? SMP? Functions?

    TLDR: I don't have a lot of hope in this, it's not going to go far.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    Quote from Wildblood779

    What do you mean? The mod or one of the comments? If you're talking about the mod, it surely isn't a joke, we have been working hard on this project.

    Speaking of pancakes, does anyone else think we need a banner to place in our signatures? For now, I'm going to have a troll face.


    This mod feels like a joke.
    Posted in: WIP Mods
  • 0

    posted a message on MAKING SHADED HD SKINS FOR PEOPLE WHO ASK!
    Quote from CakePlaysMC

    Wait what?


    Can you make the guy in the pictures? They're all the same person. Ignore the stuff about the raster/render.

    I like his smug expression the most. (the one in the first image)
    Posted in: Skins
  • 0

    posted a message on MAKING SHADED HD SKINS FOR PEOPLE WHO ASK!
    Can you do rasterized/rendered style skins?
    ex: the difference between these:


    If so I'd like a skin based on this reference:


    Make sure you get that smug face; thanks.
    Posted in: Skins
  • 0

    posted a message on PabloDons skinshop - taking requests
    Quote from nicogra

    ...then what?


    That's the download. Wherever you saved it to, upload the file to minecraft.net.
    Posted in: Skins
  • 0

    posted a message on preloadTexture crashes on server, then it whines when I remove it.
    Quote from kieranvs

    To solve this problem you need to create two 'sided proxies'. The CommonProxy runs on the server, and the ClientProxy runs on the client.

    First, create a class called CommonProxy.
    package your.package;
    
    public class CommonProxy {
    public void registerRenderers() {
    System.out.println("The CommonProxy has loaded.");
    }
    }


    Next, create a class called ClientProxy which extends CommonProxy.
    package your.package;
    
    import net.minecraftforge.client.MinecraftForgeClient;
    
    public class ClientProxy extends CommonProxy {
    @Override
    public void registerRenderers() {
    MinecraftForgeClient.preloadTexture("/textures/classic_terrain.png");
    System.out.println("The ClientProxy has loaded.");
    }
    }


    In your main mod file, add these lines. (Not in a method.)
    @SidedProxy(clientSide = "address.to.your.ClientProxy", serverSide = "address.to.your.CommonProxy")
    public static CommonProxy proxy;


    Lastly, add this line to the start of your @Init method.
    proxy.registerRenderers();


    Done! :D

    ~kieranvs


    Thanks this is exactly what I needed.
    Posted in: Modification Development
  • 0

    posted a message on PabloDons skinshop - taking requests
    Quote from nicogra

    thanks, man!

    uh. how excactly would you download a skin from here?


    Right click on the 16x32 skin png and click save as.
    Posted in: Skins
  • 0

    posted a message on PabloDons skinshop - taking requests
    Can you do rasterized/rendered style skins?
    ex: the difference between these:


    If so I'd like a skin based on this reference:


    Make sure you get that smug face.
    Posted in: Skins
  • 0

    posted a message on [1.5_01][PG-13][NoWhitelist]PVP/Survival Minecraft Server
    It's still up I believe. I'll restart the server to make sure it's still working.
    Posted in: PC Servers
  • 0

    posted a message on Custom chest crashes when placed next to a vanilla chest.
    My custom chest crashes when placed next to a vanilla chest, it's because the vanilla chest wants to merge with the custom chest and it crashes. How do I stop the vanilla chest from trying to merge with the custom chest?

    package net.banshee.oldblocks;
    
    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;
    import java.util.Iterator;
    import java.util.Random;
    
    import net.minecraft.block.Block;
    import net.minecraft.block.BlockContainer;
    import net.minecraft.block.material.Material;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.entity.EntityLiving;
    import net.minecraft.entity.item.EntityItem;
    import net.minecraft.entity.passive.EntityOcelot;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.inventory.IInventory;
    import net.minecraft.inventory.InventoryLargeChest;
    import net.minecraft.item.ItemStack;
    import net.minecraft.nbt.NBTTagCompound;
    import net.minecraft.tileentity.TileEntity;
    import net.minecraft.util.AxisAlignedBB;
    import net.minecraft.util.MathHelper;
    import net.minecraft.world.IBlockAccess;
    import net.minecraft.world.World;
    
    import static net.minecraftforge.common.ForgeDirection.*;
    
    public class BlockIChest extends BlockContainer
    {
        private Random random = new Random();
    
        protected BlockIChest(int par1)
        {
    	    super(par1, Material.wood);
    	    this.blockIndexInTexture = 26;
            this.setCreativeTab(mod_oldblocks.tabClassicBn);
    	    //this.setBlockBounds(0.0625F, 0.0F, 0.0625F, 0.9375F, 0.875F, 0.9375F);
        }
    
        /**
    	 * Is this block (a) opaque and (B) a full 1m cube?  This determines whether or not to render the shared face of two
    	 * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
    	 */
    /*
        public boolean isOpaqueCube()
        {
    	    return false;
        }
    */
        /**
    	 * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
    	 */
     /*
        public boolean renderAsNormalBlock()
        {
    	    return false;
        }
    */
        /**
    	 * The type of render function that is called for this block
    	 */
     /*
        public int getRenderType()
        {
    	    return 22;
        }
    */
        /**
    	 * Updates the blocks bounds based on its current state. Args: world, x, y, z
    	 */
    /*
        public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
        {
    	    if (par1IBlockAccess.getBlockId(par2, par3, par4 - 1) == this.blockID)
    	    {
    		    this.setBlockBounds(0.0625F, 0.0F, 0.0F, 0.9375F, 0.875F, 0.9375F);
    	    }
    	    else if (par1IBlockAccess.getBlockId(par2, par3, par4 + 1) == this.blockID)
    	    {
    		    this.setBlockBounds(0.0625F, 0.0F, 0.0625F, 0.9375F, 0.875F, 1.0F);
    	    }
    	    else if (par1IBlockAccess.getBlockId(par2 - 1, par3, par4) == this.blockID)
    	    {
    		    this.setBlockBounds(0.0F, 0.0F, 0.0625F, 0.9375F, 0.875F, 0.9375F);
    	    }
    	    else if (par1IBlockAccess.getBlockId(par2 + 1, par3, par4) == this.blockID)
    	    {
    		    this.setBlockBounds(0.0625F, 0.0F, 0.0625F, 1.0F, 0.875F, 0.9375F);
    	    }
    	    else
    	    {
    		    this.setBlockBounds(0.0625F, 0.0F, 0.0625F, 0.9375F, 0.875F, 0.9375F);
    	    }
        }
    */
        /**
    	 * Called whenever the block is added into the world. Args: world, x, y, z
    	 */
        public void onBlockAdded(World par1World, int par2, int par3, int par4)
        {
    	    super.onBlockAdded(par1World, par2, par3, par4);
    	    this.unifyAdjacentChests(par1World, par2, par3, par4);
    	    int var5 = par1World.getBlockId(par2, par3, par4 - 1);
    	    int var6 = par1World.getBlockId(par2, par3, par4 + 1);
    	    int var7 = par1World.getBlockId(par2 - 1, par3, par4);
    	    int var8 = par1World.getBlockId(par2 + 1, par3, par4);
    
    	    if (var5 == this.blockID)
    	    {
    		    this.unifyAdjacentChests(par1World, par2, par3, par4 - 1);
    	    }
    
    	    if (var6 == this.blockID)
    	    {
    		    this.unifyAdjacentChests(par1World, par2, par3, par4 + 1);
    	    }
    
    	    if (var7 == this.blockID)
    	    {
    		    this.unifyAdjacentChests(par1World, par2 - 1, par3, par4);
    	    }
    
    	    if (var8 == this.blockID)
    	    {
    		    this.unifyAdjacentChests(par1World, par2 + 1, par3, par4);
    	    }
        }
    
        /**
    	 * Called when the block is placed in the world.
    	 */
        public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving)
        {
    	    int var6 = par1World.getBlockId(par2, par3, par4 - 1);
    	    int var7 = par1World.getBlockId(par2, par3, par4 + 1);
    	    int var8 = par1World.getBlockId(par2 - 1, par3, par4);
    	    int var9 = par1World.getBlockId(par2 + 1, par3, par4);
    	    byte var10 = 0;
    	    int var11 = MathHelper.floor_double((double)(par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
    
    	    if (var11 == 0)
    	    {
    		    var10 = 2;
    	    }
    
    	    if (var11 == 1)
    	    {
    		    var10 = 5;
    	    }
    
    	    if (var11 == 2)
    	    {
    		    var10 = 3;
    	    }
    
    	    if (var11 == 3)
    	    {
    		    var10 = 4;
    	    }
    
    	    if (var6 != this.blockID && var7 != this.blockID && var8 != this.blockID && var9 != this.blockID)
    	    {
    		    par1World.setBlockMetadataWithNotify(par2, par3, par4, var10);
    	    }
    	    else
    	    {
    		    if ((var6 == this.blockID || var7 == this.blockID) && (var10 == 4 || var10 == 5))
    		    {
    			    if (var6 == this.blockID)
    			    {
    				    par1World.setBlockMetadataWithNotify(par2, par3, par4 - 1, var10);
    			    }
    			    else
    			    {
    				    par1World.setBlockMetadataWithNotify(par2, par3, par4 + 1, var10);
    			    }
    
    			    par1World.setBlockMetadataWithNotify(par2, par3, par4, var10);
    		    }
    
    		    if ((var8 == this.blockID || var9 == this.blockID) && (var10 == 2 || var10 == 3))
    		    {
    			    if (var8 == this.blockID)
    			    {
    				    par1World.setBlockMetadataWithNotify(par2 - 1, par3, par4, var10);
    			    }
    			    else
    			    {
    				    par1World.setBlockMetadataWithNotify(par2 + 1, par3, par4, var10);
    			    }
    
    			    par1World.setBlockMetadataWithNotify(par2, par3, par4, var10);
    		    }
    	    }
        }
    
        /**
    	 * Turns the adjacent chests to a double chest.
    	 */
        public void unifyAdjacentChests(World par1World, int par2, int par3, int par4)
        {
    	    if (!par1World.isRemote)
    	    {
    		    int var5 = par1World.getBlockId(par2, par3, par4 - 1);
    		    int var6 = par1World.getBlockId(par2, par3, par4 + 1);
    		    int var7 = par1World.getBlockId(par2 - 1, par3, par4);
    		    int var8 = par1World.getBlockId(par2 + 1, par3, par4);
    		    boolean var9 = true;
    		    int var10;
    		    int var11;
    		    boolean var12;
    		    byte var13;
    		    int var14;
    
    		    if (var5 != this.blockID && var6 != this.blockID)
    		    {
    			    if (var7 != this.blockID && var8 != this.blockID)
    			    {
    				    var13 = 3;
    
    				    if (Block.opaqueCubeLookup[var5] && !Block.opaqueCubeLookup[var6])
    				    {
    					    var13 = 3;
    				    }
    
    				    if (Block.opaqueCubeLookup[var6] && !Block.opaqueCubeLookup[var5])
    				    {
    					    var13 = 2;
    				    }
    
    				    if (Block.opaqueCubeLookup[var7] && !Block.opaqueCubeLookup[var8])
    				    {
    					    var13 = 5;
    				    }
    
    				    if (Block.opaqueCubeLookup[var8] && !Block.opaqueCubeLookup[var7])
    				    {
    					    var13 = 4;
    				    }
    			    }
    			    else
    			    {
    				    var10 = par1World.getBlockId(var7 == this.blockID ? par2 - 1 : par2 + 1, par3, par4 - 1);
    				    var11 = par1World.getBlockId(var7 == this.blockID ? par2 - 1 : par2 + 1, par3, par4 + 1);
    				    var13 = 3;
    				    var12 = true;
    
    				    if (var7 == this.blockID)
    				    {
    					    var14 = par1World.getBlockMetadata(par2 - 1, par3, par4);
    				    }
    				    else
    				    {
    					    var14 = par1World.getBlockMetadata(par2 + 1, par3, par4);
    				    }
    
    				    if (var14 == 2)
    				    {
    					    var13 = 2;
    				    }
    
    				    if ((Block.opaqueCubeLookup[var5] || Block.opaqueCubeLookup[var10]) && !Block.opaqueCubeLookup[var6] && !Block.opaqueCubeLookup[var11])
    				    {
    					    var13 = 3;
    				    }
    
    				    if ((Block.opaqueCubeLookup[var6] || Block.opaqueCubeLookup[var11]) && !Block.opaqueCubeLookup[var5] && !Block.opaqueCubeLookup[var10])
    				    {
    					    var13 = 2;
    				    }
    			    }
    		    }
    		    else
    		    {
    			    var10 = par1World.getBlockId(par2 - 1, par3, var5 == this.blockID ? par4 - 1 : par4 + 1);
    			    var11 = par1World.getBlockId(par2 + 1, par3, var5 == this.blockID ? par4 - 1 : par4 + 1);
    			    var13 = 5;
    			    var12 = true;
    
    			    if (var5 == this.blockID)
    			    {
    				    var14 = par1World.getBlockMetadata(par2, par3, par4 - 1);
    			    }
    			    else
    			    {
    				    var14 = par1World.getBlockMetadata(par2, par3, par4 + 1);
    			    }
    
    			    if (var14 == 4)
    			    {
    				    var13 = 4;
    			    }
    
    			    if ((Block.opaqueCubeLookup[var7] || Block.opaqueCubeLookup[var10]) && !Block.opaqueCubeLookup[var8] && !Block.opaqueCubeLookup[var11])
    			    {
    				    var13 = 5;
    			    }
    
    			    if ((Block.opaqueCubeLookup[var8] || Block.opaqueCubeLookup[var11]) && !Block.opaqueCubeLookup[var7] && !Block.opaqueCubeLookup[var10])
    			    {
    				    var13 = 4;
    			    }
    		    }
    
    		    par1World.setBlockMetadataWithNotify(par2, par3, par4, var13);
    	    }
        }
    
        @SideOnly(Side.CLIENT)
    
        /**
    	 * Retrieves the block texture to use based on the display side. Args: iBlockAccess, x, y, z, side
    	 */
     /*
        public int getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
        {
    	    return 4;
        }
    */
        public int getBlockTexture(IBlockAccess iblockaccess, int i, int j, int k, int l)
        {
    	    if(l == 1)
    	    {
    		    return blockIndexInTexture - 1;
    	    }
    	    if(l == 0)
    	    {
    		    return blockIndexInTexture - 1;
    	    }
    	    int i1 = iblockaccess.getBlockId(i, j, k - 1);
    	    int j1 = iblockaccess.getBlockId(i, j, k + 1);
    	    int k1 = iblockaccess.getBlockId(i - 1, j, k);
    	    int l1 = iblockaccess.getBlockId(i + 1, j, k);
    	    if(i1 == blockID || j1 == blockID)
    	    {
    		    if(l == 2 || l == 3)
    		    {
    			    return blockIndexInTexture;
    		    }
    		    int i2 = 0;
    		    if(i1 == blockID)
    		    {
    			    i2 = -1;
    		    }
    		    int k2 = iblockaccess.getBlockId(i - 1, j, i1 != blockID ? k + 1 : k - 1);
    		    int i3 = iblockaccess.getBlockId(i + 1, j, i1 != blockID ? k + 1 : k - 1);
    		    if(l == 4)
    		    {
    			    i2 = -1 - i2;
    		    }
    		    byte byte1 = 5;
    		    if((Block.opaqueCubeLookup[k1] || Block.opaqueCubeLookup[k2]) && !Block.opaqueCubeLookup[l1] && !Block.opaqueCubeLookup[i3])
    		    {
    			    byte1 = 5;
    		    }
    		    if((Block.opaqueCubeLookup[l1] || Block.opaqueCubeLookup[i3]) && !Block.opaqueCubeLookup[k1] && !Block.opaqueCubeLookup[k2])
    		    {
    			    byte1 = 4;
    		    }
    		    return (l != byte1 ? blockIndexInTexture + 32 : blockIndexInTexture + 16) + i2;
    	    }
    	    if(k1 == blockID || l1 == blockID)
    	    {
    		    if(l == 4 || l == 5)
    		    {
    			    return blockIndexInTexture;
    		    }
    		    int j2 = 0;
    		    if(k1 == blockID)
    		    {
    			    j2 = -1;
    		    }
    		    int l2 = iblockaccess.getBlockId(k1 != blockID ? i + 1 : i - 1, j, k - 1);
    		    int j3 = iblockaccess.getBlockId(k1 != blockID ? i + 1 : i - 1, j, k + 1);
    		    if(l == 3)
    		    {
    			    j2 = -1 - j2;
    		    }
    		    byte byte2 = 3;
    		    if((Block.opaqueCubeLookup[i1] || Block.opaqueCubeLookup[l2]) && !Block.opaqueCubeLookup[j1] && !Block.opaqueCubeLookup[j3])
    		    {
    			    byte2 = 3;
    		    }
    		    if((Block.opaqueCubeLookup[j1] || Block.opaqueCubeLookup[j3]) && !Block.opaqueCubeLookup[i1] && !Block.opaqueCubeLookup[l2])
    		    {
    			    byte2 = 2;
    		    }
    		    return (l != byte2 ? blockIndexInTexture + 32 : blockIndexInTexture + 16) + j2;
    	    }
    	    byte byte0 = 3;
    	    if(Block.opaqueCubeLookup[i1] && !Block.opaqueCubeLookup[j1])
    	    {
    		    byte0 = 3;
    	    }
    	    if(Block.opaqueCubeLookup[j1] && !Block.opaqueCubeLookup[i1])
    	    {
    		    byte0 = 2;
    	    }
    	    if(Block.opaqueCubeLookup[k1] && !Block.opaqueCubeLookup[l1])
    	    {
    		    byte0 = 5;
    	    }
    	    if(Block.opaqueCubeLookup[l1] && !Block.opaqueCubeLookup[k1])
    	    {
    		    byte0 = 4;
    	    }
    	    return l != byte0 ? blockIndexInTexture : blockIndexInTexture + 1;
        }
        /**
    	 * Returns the block texture based on the side being looked at.  Args: side
    	 */
    /*
        public int getBlockTextureFromSide(int par1)
        {
    	    return 4;
        }
    */
        public int getBlockTextureFromSide(int i)
        {
    	    if(i == 1)
    	    {
    		    return blockIndexInTexture - 1;
    	    }
    	    if(i == 0)
    	    {
    		    return blockIndexInTexture - 1;
    	    }
    	    if(i == 3)
    	    {
    		    return blockIndexInTexture + 1;
    	    } else
    	    {
    		    return blockIndexInTexture;
    	    }
        }
        /**
    	 * Checks to see if its valid to put this block at the specified coordinates. Args: world, x, y, z
    	 */
        public boolean canPlaceBlockAt(World par1World, int par2, int par3, int par4)
        {
    	    int var5 = 0;
    
    	    if (par1World.getBlockId(par2 - 1, par3, par4) == this.blockID)
    	    {
    		    ++var5;
    	    }
    
    	    if (par1World.getBlockId(par2 + 1, par3, par4) == this.blockID)
    	    {
    		    ++var5;
    	    }
    
    	    if (par1World.getBlockId(par2, par3, par4 - 1) == this.blockID)
    	    {
    		    ++var5;
    	    }
    
    	    if (par1World.getBlockId(par2, par3, par4 + 1) == this.blockID)
    	    {
    		    ++var5;
    	    }
    
    	    return var5 > 1 ? false : (this.isThereANeighborChest(par1World, par2 - 1, par3, par4) ? false : (this.isThereANeighborChest(par1World, par2 + 1, par3, par4) ? false : (this.isThereANeighborChest(par1World, par2, par3, par4 - 1) ? false : !this.isThereANeighborChest(par1World, par2, par3, par4 + 1))));
        }
    
        /**
    	 * Checks the neighbor blocks to see if there is a chest there. Args: world, x, y, z
    	 */
        private boolean isThereANeighborChest(World par1World, int par2, int par3, int par4)
        {
    	    return par1World.getBlockId(par2, par3, par4) != this.blockID ? false : (par1World.getBlockId(par2 - 1, par3, par4) == this.blockID ? true : (par1World.getBlockId(par2 + 1, par3, par4) == this.blockID ? true : (par1World.getBlockId(par2, par3, par4 - 1) == this.blockID ? true : par1World.getBlockId(par2, par3, par4 + 1) == this.blockID)));
        }
    
        /**
    	 * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
    	 * their own) Args: x, y, z, neighbor blockID
    	 */
        public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
        {
    	    super.onNeighborBlockChange(par1World, par2, par3, par4, par5);
    	    TileEntityIChest var6 = (TileEntityIChest)par1World.getBlockTileEntity(par2, par3, par4);
    
    	    if (var6 != null)
    	    {
    		    var6.updateContainingBlockInfo();
    	    }
        }
    
        /**
    	 * ejects contained items into the world, and notifies neighbours of an update, as appropriate
    	 */
        public void breakBlock(World par1World, int par2, int par3, int par4, int par5, int par6)
        {
    	    TileEntityIChest var7 = (TileEntityIChest)par1World.getBlockTileEntity(par2, par3, par4);
    
    	    if (var7 != null)
    	    {
    		    for (int var8 = 0; var8 < var7.getSizeInventory(); ++var8)
    		    {
    			    ItemStack var9 = var7.getStackInSlot(var8);
    
    			    if (var9 != null)
    			    {
    				    float var10 = this.random.nextFloat() * 0.8F + 0.1F;
    				    float var11 = this.random.nextFloat() * 0.8F + 0.1F;
    				    EntityItem var14;
    
    				    for (float var12 = this.random.nextFloat() * 0.8F + 0.1F; var9.stackSize > 0; par1World.spawnEntityInWorld(var14))
    				    {
    					    int var13 = this.random.nextInt(21) + 10;
    
    					    if (var13 > var9.stackSize)
    					    {
    						    var13 = var9.stackSize;
    					    }
    
    					    var9.stackSize -= var13;
    					    var14 = new EntityItem(par1World, (double)((float)par2 + var10), (double)((float)par3 + var11), (double)((float)par4 + var12), new ItemStack(var9.itemID, var13, var9.getItemDamage()));
    					    float var15 = 0.05F;
    					    var14.motionX = (double)((float)this.random.nextGaussian() * var15);
    					    var14.motionY = (double)((float)this.random.nextGaussian() * var15 + 0.2F);
    					    var14.motionZ = (double)((float)this.random.nextGaussian() * var15);
    
    					    if (var9.hasTagCompound())
    					    {
    						    var14.getEntityItem().setTagCompound((NBTTagCompound)var9.getTagCompound().copy());
    					    }
    				    }
    			    }
    		    }
    	    }
    
    	    super.breakBlock(par1World, par2, par3, par4, par5, par6);
        }
    
        /**
    	 * Called upon block activation (right click on the block.)
    	 */
        public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
        {
    	    Object var10 = (TileEntityIChest)par1World.getBlockTileEntity(par2, par3, par4);
    
    	    if (var10 == null)
    	    {
    		    return true;
    	    }
    	    else if (par1World.isBlockSolidOnSide(par2, par3 + 1, par4, DOWN))
    	    {
    		    return true;
    	    }
    	    else if (isOcelotBlockingChest(par1World, par2, par3, par4))
    	    {
    		    return true;
    	    }
    	    else if (par1World.getBlockId(par2 - 1, par3, par4) == this.blockID && (par1World.isBlockSolidOnSide(par2 - 1, par3 + 1, par4, DOWN) || isOcelotBlockingChest(par1World, par2 - 1, par3, par4)))
    	    {
    		    return true;
    	    }
    	    else if (par1World.getBlockId(par2 + 1, par3, par4) == this.blockID && (par1World.isBlockSolidOnSide(par2 + 1, par3 + 1, par4, DOWN) || isOcelotBlockingChest(par1World, par2 + 1, par3, par4)))
    	    {
    		    return true;
    	    }
    	    else if (par1World.getBlockId(par2, par3, par4 - 1) == this.blockID && (par1World.isBlockSolidOnSide(par2, par3 + 1, par4 - 1, DOWN) || isOcelotBlockingChest(par1World, par2, par3, par4 - 1)))
    	    {
    		    return true;
    	    }
    	    else if (par1World.getBlockId(par2, par3, par4 + 1) == this.blockID && (par1World.isBlockSolidOnSide(par2, par3 + 1, par4 + 1, DOWN) || isOcelotBlockingChest(par1World, par2, par3, par4 + 1)))
    	    {
    		    return true;
    	    }
    	    else
    	    {
    		    if (par1World.getBlockId(par2 - 1, par3, par4) == this.blockID)
    		    {
    			    var10 = new InventoryLargeChest("container.chestDouble", (TileEntityIChest)par1World.getBlockTileEntity(par2 - 1, par3, par4), (IInventory)var10);
    		    }
    
    		    if (par1World.getBlockId(par2 + 1, par3, par4) == this.blockID)
    		    {
    			    var10 = new InventoryLargeChest("container.chestDouble", (IInventory)var10, (TileEntityIChest)par1World.getBlockTileEntity(par2 + 1, par3, par4));
    		    }
    
    		    if (par1World.getBlockId(par2, par3, par4 - 1) == this.blockID)
    		    {
    			    var10 = new InventoryLargeChest("container.chestDouble", (TileEntityIChest)par1World.getBlockTileEntity(par2, par3, par4 - 1), (IInventory)var10);
    		    }
    
    		    if (par1World.getBlockId(par2, par3, par4 + 1) == this.blockID)
    		    {
    			    var10 = new InventoryLargeChest("container.chestDouble", (IInventory)var10, (TileEntityIChest)par1World.getBlockTileEntity(par2, par3, par4 + 1));
    		    }
    
    		    if (par1World.isRemote)
    		    {
    			    return true;
    		    }
    		    else
    		    {
    			    par5EntityPlayer.displayGUIChest((IInventory)var10);
    			    return true;
    		    }
    	    }
        }
    
        /**
    	 * Returns a new instance of a block's tile entity class. Called on placing the block.
    	 */
        public TileEntity createNewTileEntity(World par1World)
        {
    	    return new TileEntityIChest();
        }
    
        /**
    	 * Looks for a sitting ocelot within certain bounds. Such an ocelot is considered to be blocking access to the
    	 * chest.
    	 */
        public static boolean isOcelotBlockingChest(World par0World, int par1, int par2, int par3)
        {
    	    Iterator var4 = par0World.getEntitiesWithinAABB(EntityOcelot.class, AxisAlignedBB.getAABBPool().addOrModifyAABBInPool((double)par1, (double)(par2 + 1), (double)par3, (double)(par1 + 1), (double)(par2 + 2), (double)(par3 + 1))).iterator();
    	    EntityOcelot var6;
    
    	    do
    	    {
    		    if (!var4.hasNext())
    		    {
    			    return false;
    		    }
    
    		    EntityOcelot var5 = (EntityOcelot)var4.next();
    		    var6 = (EntityOcelot)var5;
    	    }
    	    while (!var6.isSitting());
    
    	    return true;
        }
    }
    Posted in: Modification Development
  • 0

    posted a message on preloadTexture crashes on server, then it whines when I remove it.
    @Init
    public void load(FMLInitializationEvent fml){
      initBlocks();
     
      registerBlocks();
     
      nameBlocks();
     
      MinecraftForgeClient.preloadTexture("/textures/classic_terrain.png");
    }


    This is the Code I have with preloadTexture, I guess I'm asking how do I make it so the preload texture is clientside only?
    Posted in: Modification Development
  • 0

    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from power crystals

    It expects basic components 339.


    Okay, Awesome. Two more things when you get the chance:
    Is there any particular build for ICBM, Mekanism etc?

    I know it's probably been asked before but have you put any thought into adding a conversion module for Redpower's Bluctricity?

    Thanks again.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Hey i've been having trouble with PowerConverters compatibility with universal electricity, It keeps giving me a noMethod crash. I think my UE is too old (I'm using the Voltz suite) What version should I get for the best results in compatibility?
    Posted in: Minecraft Mods
  • 0

    posted a message on Forge (FML) Won't load any mods. (Technic Client)
    Quote from Exalm

    IDK about other mods, but for OldDays/NBXlite and SpawnHuman you should read the installation instruction, which you obviously didn't read.
    1. They require SSP, and not ModLoader.
    2. They are incompatible with Forge.
    3. SpawnHuman in the OP is outdated (So you didn't read the (outdated) thing either), use the version from the dev version message from the link from the top of that thread.
    4. It can't be loaded from mods folder.

    For some reason I think that other mods are also installed wrong. So why do you ever expect them to work like that?


    I was reading the instructions here:
    I guess I just misread the topic where I downloaded NBXlite. It's a shame that that mod requires ssp. But that fails to explain why IC2 won't work. I tried both the .jar from the website latest and I tried the .jar in the Tekkit lite mod folder. Both wield the same results.

    I just tried it with Computer Craft 1.5 and that seems to be working. So It seems like the issue is IC2. I'm almost positive the installation for IC2 is the MODS or COREMODS folder because it's a .jar format, and I've tried both for both versions.
    Posted in: Java Edition Support
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