• 0

    posted a message on Looking for Texture Artists / Mod Developers to make a smaller team for modding

    Hello!


    I have been modding / programming for a few years, example of something I have released is linked below, and want to get back into modding. I was hoping to get a small team together to do this. Experience not required as long as I'm not stuck with teaching said person everything. I can but prefer not to (because I do it poorly) texturing / modeling because I don't generally do them well.


    If anyone is interested send me a private message with some info about yourself. I have a few ideas of mods I want to make and will share them via private message and also love hearing new ones.


    Thanks!

    sacul35 aka LeftyLoo

    Posted in: Mods Discussion
  • 0

    posted a message on [Request] Looking for a mod to help speed up building in survival
    Quote from Soriel»
    Reminds me of one of the first versions of MC public, where you could type in a command and spawn blocks into a zone.

    And this reminds me of my little fiddling with MinecraftPi. So fun...great way for people to learn simple Python coding. Or WorldEdit with the in-game structure creation (Loved that wand aka: Wooden Axe).
    Quote from CytricAcid»

    thank you! c: I just hope a mod maker will see this and hopefully make something like this. I'm honestly surprised no one has come up with this idea before! it seems so simple and helpful.

    It's an interesting thought. I was looking to maybe get back into modding myself. Although I've never been one for the "super magical building" idea (I always felt it was a tad bit overzealous and far fetched for use in a cheat-free single player world) maybe it would be good implementation to use this idea with maybe block placing mobs?
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [Request] Looking for a mod to help speed up building in survival
    Quote from CytricAcid»
    *snip*

    Didn't want to spam the post with a huge quote post but I must say, that diagram you drew is exquisite!
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.7.10] Plantology - New Beginnings
    Quote from MCTalen»
    Well, I had a look at the mod and I have to admit that I do like how many of the new mobs are simple passives much like the cows, sheep and such. Kind of gives a fresh angle compared to all those mobs which just throw a ton of hostile mobs into the game and call it a day. Oddly enough those, it seems that the little Sapphire Lawncher which spits ranged seed attacks at you should really be the Barbed Spike. It would make more sense for it to shoot thorns at a distance and strike you when you get too close.

    One thing that did notice is that it appears to burn in sunlight, really though all of these plant-theme mobs should be stronger in daylight and weaker in the dark. But I think that is really where your mod could shine because there isn't a single mod in existence which plays with this idea of plant-themed mobs and features. So there is really a gap in the community for something like that.

    What I would like to see now is some documentation on what all of this stuff does because I really can't figure out a purpose for many of these items.

    First off, we appreciate the feedback and love to hear both what is enjoyed and what you think we should change!

    Before I address anything, I would like it reiterated this mod is in heavy development and some current things will be significantly changing, some won't. These changes will be based on public feedback (any and all is ecstatically appreciated!) but will ultimately be up to the two current devs, myself and ZapTapTwo. On to the meat of the post!

    The idea behind the Sapphire Lawncher is that it is throwing its berries that are on its back (Sapphire Berries). This, we firmly believe, aids the item itself, the Sapphire Berry, to be more recognizable and sought after once the Sapphire Crop has been planted and is growing berries on its own.

    As for the Barbed Spike we currently see this mob as more of a weed that grows overnight, is hostile towards players (weeds aren't fun!), and reacts to contact as opposed to actually sensing players from a distance. To further this, in the "Future Plans" spoiler you can check out the Life Basin; with this we plan on furthering the players botany fun with the implementation of splicing certain features of plans with other features of other plants to create your very own, custom-made plant-like mob. So making a Barbed Spike that shoots, entirely possible very soon!

    As of now, yes, the Barbed Spike does burn in daylight, this was due to the fact we wanted these mobs to appear during the night but then degrade and disappear during the day, essentially making them like a rapid-growth fungus that dies out quickly, we are going to remove the burning soon and add in a life-decay instead.

    On to making the mobs stronger in the daylight...I am surprised this neat quirk had not crossed my mind but I will be sure to add this in as soon as possible.

    Lastly, the documentation. I apologize for the lack of it, personally I didn't think anyone would be looking through it, even though I should know better by now that I need to add it regardless. There is a lot of code to explain and I will get to documentation immediately, but it will take some time to get done. I do know that some items that are in the source are not included in the mod because they are features I was messing with pre-release and were not finished but we do plan on adding in at a later time.

    On a side note: Sorry for the length, the paragraph-per-idea helps me sort through my messy thought-process. I'd again like to thank you for the helpful feedback, as we like to know how our mod is fairing with the public. I am uploading the next update now, nothing but minor tweaks like mob drops being fixed (used the metadata...curse starting at 0!) and the %'s for vanilla parts being increased.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] Plantology - New Beginnings
    Quote from bbq102»
    wow, looks nice. i will have to try it out

    Thanks! Releasing a patch later today covering some minor drop % tweaks.
    Posted in: Minecraft Mods
  • 0

    posted a message on Looking For Texture Artist and Modeler
    Hello!

    First off thank you for taking the time to read this. On to the point!

    I am a programmer/modder (one and the same kinda? Maybe...) that is currently maintaining a mod (Plantology (my mod) <-- shameless plug?) and the forum post for that mod. The mod I am currently involved with, I am a part of a two man team with a roommate of mine who does all the modeling and texturing. I am looking to start a new mod and am looking to find a texture artist to join me! (because I am generally awful at the texturing side).

    Feel free to PM me with any questions, I do have ideas of what I want to make but really am open to whatever, I just want to code more.
    Posted in: Mods Discussion
  • 0

    posted a message on [1.7.10] Plantology - New Beginnings
    Quote from ZedEhco»
    Woah!

    Awesome!

    Thanks! We have some exciting things coming very soon, I will keep up-to-date on how things are going on Twitter if you want to follow!
    Quote from zaptaptwo»

    Thank you!. By the way, there is an issue with my computer downloading the mod from ad-Fly. It wont open up the link very well. It may just be my computer. The direct download works for me though. So there is no problem there. Enjoy!

    Regarding the download link, I tried it on both my computers and it works fine so it seems to be an isolated incident and from your end. Maybe run an antivirus software or install a pop-up blocker if one is not already installed. If the adfly is not working you may want to try the direct link as well!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] Plantology - New Beginnings
    Quote from zaptaptwo»
    Hey Bro, on the stone crown, you got the incorrect crafting recipe. We don't want to confuse anyone trying our first mod. :D

    Got it fixed, thanks for pointing it out! Fixed a few other minor derps too.
    Posted in: Minecraft Mods
  • 10

    posted a message on [1.7.10] Plantology - New Beginnings
    ATTENTION: Although my partner has been very busy with school and such, therefore the mod is currently at a standstill, I am still looking for work to do to work on my coding practices. If anyone wants a coder PM me and we can hopefully work something out.

    Thanks of understanding,
    -sacul35

    Introducing...



    The Plantology mod brings the world of Botany to life. (Literally) We lay down the ground work on what is to come in the future. We have created a biome, new plants, new blocks, and 10 new mobs. Our goal is to have a mod that encourages both exploration and building. Not to mention many things to fight. We have many ideas for the future and would love your support. So if you want to see what we have in stored, check it out. :D

    A Quick Notification:
    We apologize for content being slow as we just started classes again and my modeler/texture artist has been busy. Thanks for being understanding! (If you have any interest in helping out please send me a PM!)

    Download:
    Preferred (adfly)
    direct
    source
    forge

    Items:
    Mob Parts:
    Cow Utter:
    -Drops from Cows
    -Used in the craft of Compost

    Creeper Mouth:
    -Drops from Creepers
    -Used in the craft of Compost

    Pig Snout:
    -drops from Pigs
    -Used in the craft of Compost

    Sheep Leg:
    -Drops from Sheep
    -Used in the craft of Compost

    Skeleton Ribcage:
    -Drops from Skeletons
    -Used in the craft of Compost

    Plant Greens:
    -Drops from all plant mobs
    -Used in the craft of Compost

    Basilisk Fang:
    -Drops from the Basilisk
    -Used in the crafting of the Fang Blade

    Basilisk Hide:
    -Drops from the Basilisk
    -Currently Unused

    Basilisk Scale:
    -Drops from the Basilisk
    -Currently Unused

    Strange Barb:
    -Drops from the Barbed Spike
    -Currently Unused

    Large Green Scale:
    -Drops from the Grean Baen
    -Currently removed to prevent crash, being looked into

    Zombie Arm:
    -Drops from Zombies
    -Used in the craft of Compost
    -Can be, but is not advised, eaten
    Matter:
    Decomposing:
    -Currently not implemented

    Gelatinous:
    -Currently not implemented

    Protein Ball:
    -Currently not implemented

    Vile:
    -Used in the crafting of Vile Flesh
    -Crafting:-Shapeless
    Compost:
    -Used as Bonemeal
    -Has 10 uses
    -Crafting:
    -Shapeless
    -Requires (3) paper, (3) plant greens, (3) of any vanilla mob part
    Sapphire Berry:
    -Dropped by Sapphire Lawncher's
    -Can be sheared from Sapphire Crop's
    -Can be thrown to heal other players (1 step closer to the holy trinity!)

    Thorned Branch:
    -Used in the crafting of the Crop Staff
    -Crafting:

    Stone Crown:
    -Used in the crafting of the Crop Staff
    -Crafting:

    Crab Morsel: -- COOKING -->
    -Drops from the Fungle Crab, can be eaten once cooked

    Vile Flesh:
    -Almost a wolfs favorite food
    -Crafting:

    Cleansing Powder:
    -Drops from the Spore Ray
    -Cures *most* ailments, try it out!

    Fang Blade:
    -It's a sword! Made from the deadly Basilisk Fangs
    -Crafting:

    Gem Root Shard:
    -Used in the crafting of Gem Glass
    -Crafting:-Shapeless

    Mob Spawn Eggs:
    Arrow Fish:
    Barbed Spike:
    Basilisk:
    Fungle Crab:
    Grean Baen:
    Mongrel:
    Prize Runner:
    Sapphire Lawncher:
    Spore Ray:
    Wondering Shoot:

    Blocks:
    Fungle Dirt:
    -Found in the Blight biome, allows certain types of plants to grow on it

    Fungle Grass:
    -Found in the Blight biome
    -Spreads over nearby Fungle Dirt
    -Crafting:

    Infected Sapling:
    -Grows in Grass, Dirt, and the Fungle equivalent of the previous

    Vile Mushroom:
    -Grows in Grass and Dirt
    -Used in the crafting of Vile Matter

    Giant Mushroom:
    -Grows in Grass, Dirt, and the Fungle equivalent of the previous

    Gem Root:
    -Grows in Grass, Dirt, and the Fungle equivalent of the previous

    Infected Leaf:
    -Shear-able
    -Occasionly drops Infected Saplings

    Infected Log:

    Infected Planks:
    -Crafting:-Shapeless

    Salvaged Planks:
    -Crafting:

    Gem Glass:
    -Crafting:

    Shroom Wood:
    -Crafting:-Shapeless

    Blue Mushroom:

    Blue Mushroom Stem:

    Crop Staff:
    -Used in the creating of the Power Staff (just right click on the Power Bulb)
    -Crafting:

    Power Bulb:
    -Drops from the Wandering Shoot occasionally
    -Can be placed for aesthetics
    -Used in the creating of the Power Staff

    Power Staff: (now things get interesting)
    -Used to grow Sapphire Crops
    -Can be right clicked to knock the Power Bulb off

    Sapphire Crop:
    -Drops from the Sapphire Lawncher occasionally
    -Used to grow Sapphire Berries, shear them off
    -Growing conditions are sun, nearby Power Staff, and soul sand below
    Mobs:
    Arrow Fish:
    Barbed Spike:
    Basilisk:
    Fungle Crab:
    Grean Baen:
    Mongrel:
    Prize Runner:
    Sapphire Lawncher:
    Spore Ray:
    Wandering Shoot:
    Changelog:
    1.5
    -First release
    1.6
    -Updated the mob drop chances (previously too low)

    Future Plans:
    The only things being put in here are ideas we have set in stone and ideas most likely already in progress (hence most things in here will have picture associated with them, for things we are debating on, check the Potential Ideas section below!

    Vibrant Bloom: (name pending, most likely will not change)
    -Largest part of next update
    -In-Game picture:

    Life Basin:
    -Has a crafting, fully not functional but far enough to be put in for spoilers of next large update
    -Crafting:

    Stone Grinder: (thumbnail on the way!)
    -Had been added in, some ideas have been added, but crafting has not been added
    -Should be fully added by the end of next week (not official but a goal!)
    -In-Game Picture:
    (beware of spoilers!)

    Potential Ideas/Suggestions:
    Ideas we are debating on adding...will include suggestions given to us by others (with appropriate credit given), expect the mod creators ideas to be vague, as we don't want to spoil too much! For ideas coming sooner, look at the section above!

    Regarding Suggestions:
    We are very happy (and actually ecstatic) to hear any and all suggestions/feedback on things to add, alter, and remove. That being said, while we will take all ideas into careful consideration, we are not obliged to add anything we deem unfit. Being a new mod, we have a lot of ideas as it is. For new ideas, feel free (for now) to PM me or simply post on the forums.

    -Bringing new, intelligent life to the world!
    -Automated what?! Houses?! Or house building...or what? Automated house something!

    Screenshots:



    About the Modding Team:
    This started as a way of learning and keeping conditioned to code during breaks, it quickly grew into a hobby and we have a lot we plan on doing.

    sacul35 (aka: The Mole Tractor)
    -MC Name: LeftyLoo
    -The guru behind the vast amount of the code
    -Maintains Twitter, Forum Posts, etc.

    zaptaptwo
    -MC Name: ZapTapTwo
    -The genius behind texturing and modeling for the majority of the mod

    Copyright:
    This mod (plugin, patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://minecraft.net/terms is the sole property of the Mod authors (sacul35 and zaptaptwo, henceforth "Owners" or "The Owners"). By default it may only be distributed on its own from The Minecraft forums. It may not be distributed on its own from any other source unless given explicit permission. It may be included in any modpack with other mods, as long as it does not attempt to make money off The Owners Mods. URL shorteners or other attempts to make money off The Owners Mods are strictly forbidden without advance written permission. Attempts to modify the Mod, and distribute modified versions are Strictly Prohibited, regardless of the modifications in question.

    Special Thanks to:
    -LexManos and the entirety of the Forge community for their constant help, insight, and suggestion
    -Wuppy29 for his awesome and helpful tutorials

    Support Us:
    Banner:
    Follow Us:
    Donate:

    EDIT:
    -Changed mob drop %'s a tad bit (upped them) and added links accordingly (src, direct, and preferred downloads should be working correctly)
    Posted in: Minecraft Mods
  • 0

    posted a message on [forge 1.6.4] Micro's Furnace Tutorials [will update all parts to 1.6.4]
    I tried the regular furnace and have two errors.

    One being the Block class doesn't like the .setCustomName at all.

    Block class...
    package biocraft;

    import java.util.Random;
    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;
    import net.minecraft.block.Block;
    import net.minecraft.block.BlockContainer;
    import net.minecraft.block.material.Material;
    import net.minecraft.client.renderer.texture.IconRegister;
    import net.minecraft.entity.EntityLiving;
    import net.minecraft.entity.EntityLivingBase;
    import net.minecraft.entity.item.EntityItem;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.inventory.Container;
    import net.minecraft.inventory.IInventory;
    import net.minecraft.item.ItemStack;
    import net.minecraft.nbt.NBTTagCompound;
    import net.minecraft.tileentity.TileEntity;
    import net.minecraft.util.Icon;
    import net.minecraft.util.MathHelper;
    import net.minecraft.world.World;

    public class BlockBioFurnace extends BlockContainer
    {
    private Random bioRand = new Random();
    private final boolean isActive;
    private static boolean keepBioInventory = false;

    @SideOnly(Side.CLIENT)
    private Icon furnaceIconTop;

    @SideOnly(Side.CLIENT)
    private Icon furnaceIconFront;

    public BlockBioFurnace(int par1, boolean par2)
    {
    super(par1, Material.rock);
    this.isActive = par2;
    }

    public int getRenderType()
    {
    return 2105;
    }

    public int idDropped(int par1, Random par2Random, int par3)
    {
    return BioFurnace.bioFurnaceOff.blockID;
    }

    public void onBlockAdded(World par1World, int par2, int par3, int par4)
    {
    super.onBlockAdded(par1World, par2, par3, par4);
    this.setDefaultDirection(par1World, par2, par3, par4);
    }


    private void setDefaultDirection(World par1World, int par2, int par3, int par4)
    {
    if (!par1World.isRemote)
    {
    int l = par1World.getBlockId(par2, par3, par4 - 1);
    int i1 = par1World.getBlockId(par2, par3, par4 + 1);
    int j1 = par1World.getBlockId(par2 - 1, par3, par4);
    int k1 = par1World.getBlockId(par2 + 1, par3, par4);
    byte b0 = 3;
    if (Block.opaqueCubeLookup[l] && !Block.opaqueCubeLookup[i1])
    {
    b0 = 3;
    }
    if (Block.opaqueCubeLookup[i1] && !Block.opaqueCubeLookup[l])
    {
    b0 = 2;
    }
    if (Block.opaqueCubeLookup[j1] && !Block.opaqueCubeLookup[k1])
    {
    b0 = 5;
    }
    if (Block.opaqueCubeLookup[k1] && !Block.opaqueCubeLookup[j1])
    {
    b0 = 4;
    }
    par1World.setBlockMetadataWithNotify(par2, par3, par4, b0, 2);
    }
    }

    @SideOnly(Side.CLIENT)
    public Icon getIcon(int par1, int par2)
    {
    return par1 == 1 ? this.furnaceIconTop : (par1 == 0 ? this.furnaceIconTop : (par1 != par2 ? this.blockIcon : this.furnaceIconFront));
    }

    @SideOnly(Side.CLIENT)
    public void registerIcons(IconRegister par1IconRegister)
    {
    this.blockIcon = par1IconRegister.registerIcon("HighSpeed:extruderBack");
    this.furnaceIconFront = par1IconRegister.registerIcon(this.isActive ? "HighSpeed:extruderActive" : "HighSpeed:extruderIdle");
    this.furnaceIconTop = par1IconRegister.registerIcon("HighSpeed:extruderTop");
    }

    @SideOnly(Side.CLIENT)
    public void randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random)
    {
    if (this.isActive)
    {
    int var6 = par1World.getBlockMetadata(par2, par3, par4);
    float var7 = (float)par2 + 0.5F;
    float var8 = (float)par3 + 0.0F + par5Random.nextFloat() * 6.0F / 16.0F;
    float var9 = (float)par4 + 0.5F;
    float var10 = 0.52F;
    float var11 = par5Random.nextFloat() * 0.6F - 0.3F;
    if (var6 == 4)
    {
    par1World.spawnParticle("smoke", (double)(var7 - var10), (double)var8, (double)(var9 + var11), 0.0D, 0.0D, 0.0D);
    par1World.spawnParticle("flame", (double)(var7 - var10), (double)var8, (double)(var9 + var11), 0.0D, 0.0D, 0.0D);
    }
    else if (var6 == 5)
    {
    par1World.spawnParticle("smoke", (double)(var7 + var10), (double)var8, (double)(var9 + var11), 0.0D, 0.0D, 0.0D);
    par1World.spawnParticle("flame", (double)(var7 + var10), (double)var8, (double)(var9 + var11), 0.0D, 0.0D, 0.0D);
    }
    else if (var6 == 2)
    {
    par1World.spawnParticle("smoke", (double)(var7 + var11), (double)var8, (double)(var9 - var10), 0.0D, 0.0D, 0.0D);
    par1World.spawnParticle("flame", (double)(var7 + var11), (double)var8, (double)(var9 - var10), 0.0D, 0.0D, 0.0D);
    }
    else if (var6 == 3)
    {
    par1World.spawnParticle("smoke", (double)(var7 + var11), (double)var8, (double)(var9 + var10), 0.0D, 0.0D, 0.0D);
    par1World.spawnParticle("flame", (double)(var7 + var11), (double)var8, (double)(var9 + var10), 0.0D, 0.0D, 0.0D);
    }
    }
    }

    public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
    {
    if (par1World.isRemote)
    {
    return true;
    }
    else if (!par5EntityPlayer.isSneaking())
    {
    TileEntityBioFurnace var10 = (TileEntityBioFurnace) par1World.getBlockTileEntity(par2, par3, par4);
    if (var10 != null)
    {
    par5EntityPlayer.openGui(BioFurnace.instance, 0, par1World, par2, par3, par4);
    }
    return true;
    }
    else
    {
    return false;
    }
    }

    public static void updateFurnaceBlockState(boolean par0, World par1World, int par2, int par3, int par4)
    {
    int var5 = par1World.getBlockMetadata(par2, par3, par4);
    TileEntity var6 = par1World.getBlockTileEntity(par2, par3, par4);
    keepBioInventory = true;
    if (par0)
    {
    par1World.setBlock(par2, par3, par4, BioFurnace.bioFurnaceOn.blockID);
    }
    else
    {
    par1World.setBlock(par2, par3, par4, BioFurnace.bioFurnaceOff.blockID);
    }
    keepBioInventory = false;
    par1World.setBlockMetadataWithNotify(par2, par3, par4, var5, 2);

    if (var6 != null)
    {
    var6.validate();
    par1World.setBlockTileEntity(par2, par3, par4, var6);
    }
    }

    public TileEntity createNewTileEntity(World par1World)
    {
    return new TileEntityBioFurnace();
    }

    public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLivingBase par5EntityLivingBase, ItemStack par6ItemStack)
    {
    int l = MathHelper.floor_double((double)(par5EntityLivingBase.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
    if (l == 0)
    {
    par1World.setBlockMetadataWithNotify(par2, par3, par4, 2, 2);
    }
    if (l == 1)
    {
    par1World.setBlockMetadataWithNotify(par2, par3, par4, 5, 2);
    }
    if (l == 2)
    {
    par1World.setBlockMetadataWithNotify(par2, par3, par4, 3, 2);
    }
    if (l == 3)
    {
    par1World.setBlockMetadataWithNotify(par2, par3, par4, 4, 2);
    }
    if (par6ItemStack.hasDisplayName())
    {
    ((TileEntityBioFurnace)par1World.getBlockTileEntity(par2, par3, par4)).setCustomName(par6ItemStack.getDisplayName());
    }
    }

    public void breakBlock(World par1World, int par2, int par3, int par4, int par5, int par6)
    {
    if (!keepBioInventory)
    {
    TileEntityBioFurnace var7 = (TileEntityBioFurnace)par1World.getBlockTileEntity(par2, par3, par4);
    if (var7 != null)
    {
    for (int var8 = 0; var8 < var7.getSizeInventory(); ++var8)
    {
    ItemStack itemstack = var7.getStackInSlot(var8);
    if (itemstack != null)
    {
    float f = this.bioRand.nextFloat() * 0.8F + 0.1F;
    float f1 = this.bioRand.nextFloat() * 0.8F + 0.1F;
    float f2 = this.bioRand.nextFloat() * 0.8F + 0.1F;
    while (itemstack.stackSize > 0)
    {
    int k1 = this.bioRand.nextInt(21) + 10;
    if (k1 > itemstack.stackSize)
    {
    k1 = itemstack.stackSize;
    }
    itemstack.stackSize -= k1;
    EntityItem entityitem = new EntityItem(par1World, (double)((float)par2 + f), (double)((float)par3 + f1), (double)((float)par4 + f2), new ItemStack(itemstack.itemID, k1, itemstack.getItemDamage()));
    if (itemstack.hasTagCompound())
    {
    entityitem.getEntityItem().setTagCompound((NBTTagCompound)itemstack.getTagCompound().copy());
    }
    float f3 = 0.05F;
    entityitem.motionX = (double)((float)this.bioRand.nextGaussian() * f3);
    entityitem.motionY = (double)((float)this.bioRand.nextGaussian() * f3 + 0.2F);
    entityitem.motionZ = (double)((float)this.bioRand.nextGaussian() * f3);
    par1World.spawnEntityInWorld(entityitem);
    }
    }
    }
    par1World.func_96440_m(par2, par3, par4, par5);
    }
    }
    super.breakBlock(par1World, par2, par3, par4, par5, par6);
    }

    public boolean hasComparatorInputOverride()
    {
    return true;
    }

    public int getComparatorInputOverride(World par1World, int par2, int par3, int par4, int par5)
    {
    return Container.calcRedstoneFromInventory((IInventory)par1World.getBlockTileEntity(par2, par3, par4));
    }

    }

    and also I feel like I have to make a Render class but it doesn't anything on making one in the tutorial.

    Base class...
    package biocraft;

    import net.minecraft.block.Block;
    import net.minecraft.item.ItemStack;
    import cpw.mods.fml.client.registry.RenderingRegistry;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.Mod.EventHandler;
    import cpw.mods.fml.common.Mod.Instance;
    import cpw.mods.fml.common.SidedProxy;
    import cpw.mods.fml.common.event.FMLInitializationEvent;
    import cpw.mods.fml.common.event.FMLPostInitializationEvent;
    import cpw.mods.fml.common.event.FMLPreInitializationEvent;
    import cpw.mods.fml.common.network.NetworkMod;
    import cpw.mods.fml.common.network.NetworkRegistry;
    import cpw.mods.fml.common.registry.GameRegistry;
    import cpw.mods.fml.common.registry.LanguageRegistry;

    @Mod(modid = "BioFurnace", name = "BioFurnace", version = "1.0")
    @NetworkMod(clientSideRequired = true, serverSideRequired = false)

    public class BioFurnace
    {
    @Instance("BioFurnace")
    public static BioFurnace instance;

    private GuiHandlerBioFurnace guiHandlerBioFurnace = new GuiHandlerBioFurnace();

    public static Block bioFurnaceOff;
    public static Block bioFurnaceOn;

    public static int bioFurnaceOffID;
    public static int bioFurnaceOnID;

    @SidedProxy(clientSide = "biocraft.ClientProxy", serverSide = "biocraft.ServerProxy")
    public static ServerProxy proxy;

    @EventHandler
    public void PreInit(FMLPreInitializationEvent event)
    {

    }

    @EventHandler
    public void load(FMLInitializationEvent event)
    {
    bioFurnaceOff = new BlockBioFurnace(bioFurnaceOffID, false).setHardness(3.5F).setResistance(2000.0F).setStepSound(Block.soundStoneFootstep).setUnlocalizedName("bioFurnace");
    bioFurnaceOn = new BlockBioFurnace(bioFurnaceOnID, true).setHardness(3.5F).setResistance(2000.0F).setStepSound(Block.soundStoneFootstep).setUnlocalizedName("bioFurnace");

    //Game Reg.
    GameRegistry.registerBlock(bioFurnaceOff, "highSpeedFurnace");
    GameRegistry.registerBlock(bioFurnaceOn, "highSpeedFurnaceActive");

    //Lang. Reg.
    LanguageRegistry.addName(bioFurnaceOff, "HighSpeed Furnace");


    //Tile Entity Reg.
    GameRegistry.registerTileEntity(TileEntityBioFurnace.class,"tileEntitBioFurnace");

    //Misc. Reg.
    RenderingRegistry.registerBlockHandler(2105, RenderBio.INSTANCE);
    NetworkRegistry.instance().registerGuiHandler(this, guiHandlerBioFurnace);

    proxy.registerRenderThings();

    }

    @EventHandler
    public void PostInit(FMLPostInitializationEvent event)
    {

    }
    }
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [FORGE] 1.6.2 Crafting Table with custom grid sizes [updating to 1.6.4] adding videos
    Quote from microjunk

    In the container class, change the can interact with code to accept your block, right now it probably says Block.workBench.blockID


    Works great now! Thanks! Furnaces are next for me..

    Edit: Two more minor questions. How do the recipes work? They seem to be only pulling the vanilla recipes and other ones I have added before I made the crafting recipes for the new table. and how would I implement a custom GUI without adding it into the vanilla jar? I found where they were all stored and added mine in and it worked fine the only problem is I would prefer it with my block and item textures (all added with Wuppy's method using folders assets -> *modname* -> textures -> blocks, items)
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [FORGE] 1.6.2 Crafting Table with custom grid sizes [updating to 1.6.4] adding videos
    I have an issue. I have no errors, the blocks and everything work fine. When I go in-game and right click on the 3x3 crafting table I made, the GUI opens for like a tick and closes immediately. Help please? Amazing tutorials by the way.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [REQUEST] Hands Haven
    Hello everybody who reads this!

    I have been trying for a long time to build this structure and was hoping to get some help. So here is the story...

    One night I had a dream my house was lifted out of the ground by a HUGE stone hand and this spawned an idea to build in Minecraft. I woke up the next morning and tried immediately to build this. I am so incredibly poor at making realistic hands in minecraft that I failed hard... I was hoping to recruit to help of someone in the community (or more haha) to get a real artists ability. I am just looking for some hands (something realistic looking and around 90-150 blocks in height).

    All credits will be given to the respective person of course. I just wanted to see my dream come true (cheese intended)

    Thanks guys!

    Posts with pictures would be great!

    PM me if you would like to help me out too!
    Posted in: Maps
  • 0

    posted a message on Bears
    Search bar please! Also...Jeb would be the man that is sorta 'in-charge- of minecraft now. Notch is not as involved anymore.

    Welcome to the Forums by the way!
    Posted in: Suggestions
  • 0

    posted a message on How to expand an item?
    ..Not allowed to bump your topics sir.
    Posted in: Creative Mode
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