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OvermindDL1

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Everything posted by OvermindDL1

  1. Inficraft does it, look at its source, it is public on github.
  2. That is for ModLoader, quit saying stupid things. For Forge it should work in the mod jar in the proper place.
  3. Actually it should be in your own mods jar in the armor folder.
  4. PlayerAPI edits can be made dynamically in forge now using the asm library most likely.
  5. But it is still not updated to work with Forge though last I saw. Does it say that it is now?
  6. Optifine is not yet updated last I checked though?
  7. Should be fixed since 204, update your Forge: http://jenkins.minecraftforge.net:7070/job/forge/lastBuild/ (that will always link to latest) Reference: http://jenkins.minecraftforge.net:7070/job/forge/207/
  8. MCP comes with an eclipse workspace you should know?
  9. Well around forge, never recommend addOverride as it is horribly designed with massive limitations.
  10. First, how well do you know Java? You need to know it quite well to make most mods else the struggle will be very very high.
  11. Not home right now so cannot check, but it is there, just look through them, you will find lots of interesting things too. Look in ForgeHooks for hooks, and look at all subclasses of the Forge Event class for possible Events.
  12. I had always considered a world that was raised by about 64 blocks, still bedrock at the bottom, but some adamantium ore veins running through it or so, with hell underneath, kind of like DF. This is a good start to such a thing.
  13. There is a hook/event for that.
  14. Yeah it is far easier for Forge. Just put the texture in your mod jar. To reference the texture and attach it to an item or block instance, just do: myItemOrBlockInstance.setTextureFile("/myTexture.png"); Change the "/myTexture.png" part to be where it is in your mod jar file, such as if you have it in a subfolder of "my/mod/and/whatever/myTexture.png", then in the setTextureFile call just do: "/my/mod/and/whatever/myTexture.png" Please do not be showing ModLoader stuff here if possible, those ways are generally broken and more difficult to use. In the case of ModLoader.addOverride, that is horribly broken. There are a very limited number of sprite indices and they get used in in just a couple of blocks, thus *never* recommend addOverride, it is horrid. For note, in MCP when developing I have it in my "MCP/src/minecraft/where-ever" and it is equivalent, it is part of my normal code tree.
  15. There is already a ForgeHook for that.
  16. The launcher is broken, but he knows of it and is fixing his launcher.
  17. Heh, no problem. But I do hope the search works well on this forum.
  18. It is how IronChests does it, should learn it, it is actually quite clear.
  19. Do not use the ModLoader methods, use the FML methods. Look at how IronChests2 does it.
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