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    posted a message on [Thaumcraft 4.2 Addon] Thaumic Utilities v0.03a - Adding QoL Changes to Thaumcraft!

    Hello,


    So while playing in my singleplayer world with Azanor's Thaumcraft 4.2, there were times when I told myself "this would be cool as an addon" so with the inspiration I got from reddit I'm starting this little addon for 1.7.10.


    What does it do?

    Well currently nothing but being able to display "Amulet of Vis Storage" vis with the Shift key. But it can get the stored vis either from inventory or baubles amulet slot. Oh since v0.03a it now has the Thaumcraft Wand UI for extra vis storage! It is fully configurable with native Thaumcraft config. If you have wand dial on the bottom amulet dial will go to the top! Oh and I have overriden the Amulet tooltip to look just like wand's wis charge tooltip.


    Also, nether infused ores! You can choose to generate them or not with the config file, you can also edit their rarity! And they look as dope as the ones azanor himself made.


    Here's an earlier concept of the Vis Hud:


    Also here's how it's new tooltip looks in the inventory:


    And: NETHER INFUSED ORES!!

    Nothing


    Currently not synchronized as the mod's in alpha, so here's the Project link.

    https://minecraft.curseforge.com/projects/thaumic-utilities


    P.S: Pls comment about what changes and tweaks you would like to see in the future, I listen to any and all reasonable requests following the concept of the mod!

    Posted in: Minecraft Mods
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    posted a message on Abstract Classes as API-replacement?
    you can check if IC2 is installed in postInit and update a boolean which will enable your IC2 features if that's what you're trying to do, otherwise (In case of IC2 not being installed) IC2 functionality will not be initialized.
    Posted in: Modification Development
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    posted a message on A way of saving multiple variables on EntityPlayer
    that's a pretty good idea can I use thi list's ".size()" that I register my abilities at preInit?
    Posted in: Modification Development
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    posted a message on A way of saving multiple variables on EntityPlayer
    thank you for replying I just now defined the array and it worked, I was trying to have it dynamic that's where it failed
    Posted in: Modification Development
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    posted a message on A way of saving multiple variables on EntityPlayer
    Hello,

    I'm working on an ability system for Minecraft players, but they should be unlockable (or toggleable) and I need a way to save them in Player NBT, I have my extended properties but what should I use to save the abilities with, each ability has an ID so I tried to use an array like:
    abilities[] = {
      0,
      0,
      1,
      0
    };


    and I check for:
    if(abilities[ABILITY_ID] == 1)


    will this method work or it'll be inconvenient, If you know a better method that can be saved trough player NBTs please tell me so :D

    Thank you.
    Posted in: Modification Development
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    posted a message on [1.5.2][Open-Source][Universal]ExtraneousCraft 2 - AlienicTechnologies/Alter Space&Time [1st Dev Release]
    Of course you don't need to ask just pop up with a message that says "I made custom [Place item Name here] Textures: [Link]" and if it's good enough it'll surely be in the mod, My personal opinion: your textures seem to be good but that Neon banner doesn't suit you :P even I can do better than that.

    Oh and I see you're another Yogscast fan, That's some extra points for you there :D but yeah try and succeed that's our method here.As I said if anyone wants to help just drop in and Be like,

    Hey, I have a code snippet that does this or that:
    Code goes here.

    Hey, I have some awesome textures for that: [Images or Link goes here]
    Hey, I have some cool ideas you can include in the mod: [Ideas in spoiler]

    You're all welcome
    Posted in: WIP Mods
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    posted a message on [1.5.2][Open-Source][Universal]ExtraneousCraft 2 - AlienicTechnologies/Alter Space&Time [1st Dev Release]
    Hello Guys,
    The first edition of the mod is abandoned and will not be continued, ExtraneousCraft2 is written from scratch and already has more functionality and stability than its prequel.

    I'm willing to work with a core team on this one alongside with github contributors. Please don't apply if you can't understand half of my code because it's pretty basic and/or you can't bugfix on a regular routine,

    I'm also willing to recruit texture artist, just show me your version of the herbal accumulator, both 32px and 16px

    That was all Cheers
    Astorian
    Posted in: WIP Mods
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    posted a message on NBT Shift click bug
    Hey,
    It's me on NBT again, I have an Item set that relies on NBT for durability (it has to) and i use the onCreated() method to set the NBT data but the data is not set (actually it is set to null(0) ) if someone shift-clicks it out of the workbench, is there someway around this?

    Thanks.
    Posted in: Modification Development
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    posted a message on Help with NBT [Forge]
    Fixed it ok...
    Posted in: Modification Development
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    posted a message on Help with NBT [Forge]
    bump2
    Posted in: Modification Development
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    posted a message on [1.5.2] Need Help With Forge Texures
    Quote from freezzerrr

    I would do something like this

    itemIcon= par1IconRegister.registerIcon(MODID + ":" + this.getUnlocalizedName().substring(this.getUnlocalizedName().indexOf(".")+1))


    This will look for /mods/MOD_ID/textures/items/ITEMNAME


    forge has an getUnlocalizedName2() function, you don't need the substring now :D
    Posted in: Modification Development
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    posted a message on Help with NBT [Forge]
    Thanks ;)
    Posted in: Modification Development
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    posted a message on Help with NBT [Forge]
    I Think I need a bump :P
    Posted in: Modification Development
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    posted a message on Help with NBT [Forge]
    Okay,
    I'm trying to make an item have multiple crafting recipes with several items. I achieved this by having an Object array store the items and blocks and I used a for loop to register the crafting recipes like so:

    for(int i = 0; i<ItemHerbalAccumulator.materials.length;i++) {
    	  GameRegistry.addShapedRecipe(new ItemStack(ExtraneousItem.herbalAccumulator), "xyx", " z ", " z ", 'x', Block.glass, 'y', ItemHerbalAccumulator.materials[i], 'z', Item.stick);
      }


    but no matter what I can't get what material it was crafted with. I don't want to use damage values or different items I want to store everything in NBT and of course I'm going to have different durability-like perks per Material what can I do to get the object the item is crafted with...
    Posted in: Modification Development
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