• 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)

    Can you please add config options to turn off the different door types?

    Posted in: Minecraft Mods
  • 0

    posted a message on BasketCase: Just in case you need baskets in your Minecraft world
    Quote from LovelyFoxBoy»

    Fantastic mod, love the textures!


    Glad to hear it! I spent a long time on them. :)

    Posted in: Minecraft Mods
  • 0

    posted a message on BasketCase: Just in case you need baskets in your Minecraft world
    Quote from Malcom_»

    This mod is superb! Thank you for creating a mod like this!!


    I'm glad you like it. :)

    Posted in: Minecraft Mods
  • 0

    posted a message on BasketCase: Just in case you need baskets in your Minecraft world

    Just in case you need baskets in your Minecraft world.



    BasketCase is a small mod that adds wicker baskets as a new form of storage. Baskets can be used decoratively, but they are also a handy form of portable storage. Baskets can be carried around in your hot bar, and their inventory can be accessed from your hot bar with a simple right click. This convenience comes with a few minor tradeoffs: they take a few extra steps to make, and they don't hold as much as a chest.


    Baskets come in three sizes: small, medium, and large. The following screenshots show the basket inventories with some items and blocks from Basket Case and Primal Lib.


    Baskets are made from wicker, which can be made from vanilla items like vines or sugar cane (aka reeds), or new items—cordage from tall grass, and bark strips from logs. Along with bark strips, there are also stripped logs.


    BasketCase is highly configurable. Almost all of its features can be disabled or tweaked.


    For more details, please see the Basket Case home page.


    To report bugs or make requests, please use the issue tracker.


    Basket Case 2.0 requires you to also install Primal Lib.

    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft world generator that generates massive global oceans and continents (like the real world)

    Check out GeographiCraft or BiomeTweaker.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    What do the spawn offset settings do? Is it referring to the player's initial spawn location? Does it simply increase the total search area, or does it actually offset it? Meaning, if I do a Z offset of 5000 blocks, will the player spawn anywhere from Z -5000 to Z +5000? Or do they just spawn near Z +5000?

    Posted in: Minecraft Mods
  • 1

    posted a message on Climatic Biome Placement

    Hey, I saw your post on the Forge forums and followed the link here. This mod sounds really cool. I've been building a realistic survival mod and would love to have more realistic biome generation but don't feel like a strong enough programmer to take it on. It would be awesome to be able to integrate, or at least refer my (potential future) users to a mod like this.

    Posted in: WIP Mods
  • 0

    posted a message on When placing custom log, it places the wrong variant

    I'm trying (for like the fifth time) to create custom logs. They correspond closely with vanilla logs, since they are simply meant to be vanilla logs, but without bark. I'm so close to getting it all down, except for one problem. Whenever I place a dark oak log, I get an acacia log instead. Placing an acacia log also gets acacia. This is only a problem for the logs that correspond to BlockNewLog—my other class, which corresponds to BlockOldLog, is working perfectly, with all variants placing the correct block. I can't figure out where the bug is. It's driving me crazy. Everything is almost exactly the same as the vanilla BlockOldLog stuff, except for the metadata value.


    PrimalBlockLog (my base log block class, which extends BlockLog): http://pastebin.com/PcmVaVu5


    PrimalBlockStrippedLogNew: (extends PrimalBlockLog and corresponds to BlockNewLog): http://pastebin.com/JETmAdq4


    Block registry: http://pastebin.com/wHeg4ugE


    ClientProxy item mod registration method: http://pastebin.com/bDkVKAab


    I'm pretty confident about my block state and model files, but I could post them if needed.

    Posted in: Modification Development
  • 0

    posted a message on Pixel format not accelerated error and can't install new driver

    I recently upgraded my PC to Windows 10 and now Minecraft is crashing on startup. The error says "Pixel format not accelerated." I followed a link to information about updating my video drivers, downloaded Intel's Driver Update Utility, and tried to install the new driver it said I needed. The driver installation failed with an "unknown error." Any suggestions about what to try next? Here is the output from DiagDX:


    http://paste.ubuntu.com/23130125/


    And the original error log:


    ---- Minecraft Crash Report ----
    // This doesn't make any sense!
    
    Time: 9/3/16 4:52 PM
    Description: Initializing game
    
    org.lwjgl.LWJGLException: Pixel format not accelerated
    	at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
    	at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
    	at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:247)
    	at org.lwjgl.opengl.Display.createWindow(Display.java:306)
    	at org.lwjgl.opengl.Display.create(Display.java:848)
    	at org.lwjgl.opengl.Display.create(Display.java:757)
    	at org.lwjgl.opengl.Display.create(Display.java:739)
    	at bcx.ap(SourceFile:598)
    	at bcx.an(SourceFile:434)
    	at bcx.a(SourceFile:381)
    	at net.minecraft.client.main.Main.main(SourceFile:124)
    
    
    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    
    -- Head --
    Thread: Client thread
    Stacktrace:
    	at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
    	at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
    	at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:247)
    	at org.lwjgl.opengl.Display.createWindow(Display.java:306)
    	at org.lwjgl.opengl.Display.create(Display.java:848)
    	at org.lwjgl.opengl.Display.create(Display.java:757)
    	at org.lwjgl.opengl.Display.create(Display.java:739)
    	at bcx.ap(SourceFile:598)
    	at bcx.an(SourceFile:434)
    
    -- Initialization --
    Details:
    Stacktrace:
    	at bcx.a(SourceFile:381)
    	at net.minecraft.client.main.Main.main(SourceFile:124)
    
    -- System Details --
    Details:
    	Minecraft Version: 1.10.2
    	Operating System: Windows 10 (amd64) version 10.0
    	Java Version: 1.8.0_25, Oracle Corporation
    	Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    	Memory: 55030400 bytes (52 MB) / 151265280 bytes (144 MB) up to 1060372480 bytes (1011 MB)
    	JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    	IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    	Launched Version: 1.10.2
    	LWJGL: 2.9.4
    	OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
    	GL Caps: 
    	Using VBOs: Yes
    	Is Modded: Probably not. Jar signature remains and client brand is untouched.
    	Type: Client (map_client.txt)
    	Resource Packs: 
    	Current Language: ~~ERROR~~ NullPointerException: null
    	Profiler Position: N/A (disabled)
    	CPU: <unknown>
    Posted in: Java Edition Support
  • 0

    posted a message on worldObj cannot be resolved or is not a field

    Figured it out. A night's sleep is usually helpful that way. :) I needed to reference worldObj in a different way:


    if (!event.entityPlayer.worldObj.isRemote)
    Posted in: Modification Development
  • 0

    posted a message on worldObj cannot be resolved or is not a field

    I'm trying to add a bit of functionality to my mod that will cause a broken tool to drop some of its ingredients. For example, a stone axe would drop a rock or a stick. I got it to work, but when the tool breaks, it drops two stones. One goes into my inventory but the other stays static on the ground. I've read that I need to add


    if (!this.worldObj.isRemote)

    to make sure the operation only happens on the server side. The problem is that Eclipse says:


    "worldObj cannot be resolved or is not a field"


    Anyone know what is up with that? Here is my code:



    @SubscribeEvent
    
    public void onToolDestroy(PlayerDestroyItemEvent event) {
    	if (event.original.getItem() == ModItems.ToolStoneHatchet) {
    		if (!this.worldObj.isRemote) {
    			ItemStack toolDrop = new ItemStack(ModItems.ItemRock, 1);
    			event.entity.entityDropItem(toolDrop, 0);
    		}
    	}
    }

    Posted in: Modification Development
  • 0

    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!
    Quote from Draco18s»

    This project was a huge undertaking and required extensive knowledge of how various systems worked, which I'd learned how to do with numerous smaller mods first, despite having tons of ideas that ended up here before I ever got started with modding in the first place (which was on 1.5! So yeah, it took a while). And that's not counting the features that I had to figure out wholesale after I started (ChunkSavedData, EntityAITasks...cough, ASM).


    You should totally write up some tutorials or advice columns on what you learned about some of the more esoteric things like EntitAITasks. It would be a huge help to the modding community at large!

    Posted in: Minecraft Mods
  • 2

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from glixyl»


    Father Toast would most likely need to implement more of the AI functions into SpecialAI to accommodate that request. I have recently implemented something similar with Chestbursters in the Aliens vs Predator mod itself. After a Chestburster bursts from an infected host once being impregnated by a Facehugger, the Chestburster will flee from the Player, Predators and Engineers within 16 blocks range- unless hit. The method for that AI looks like this in java for avoiding the player:

    this.tasks.addTask(1, new EntityAIAvoidEntity(this, EntityPlayer.class, 16.0F, 0.23F, 0.4F));


    If you are able to program in java you can even override the vanilla passive mob AI yourself using that function.


    Great mods BTW Father Toast!


    Thanks for the reply. I don't know Java, but I recently read a tutorial on changing mob AI using Forge, and successfully created my own little mod that makes passive mobs flee the player. It definitely adds a new challenge to the game!
    Posted in: Minecraft Mods
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