Jump to content

OvermindDL1

Members
  • Posts

    1439
  • Joined

  • Last visited

Everything posted by OvermindDL1

  1. Just giving code like most tutorials do does not help the person to learn. Copy/Paste coding is not coding. The best way to learn is to examine things through the MC source, debug around and follow the flow control paths, etc...
  2. As per the bolded stickied post at the top of this board, you might want to read it: Read this or you may get banned. Do note though, that is a *VERY* old Forge version, you should be running .105 at least.
  3. Yep, still writing it I see, your TE has no getBlockTexture method yet. Better start though, definitely looking better!
  4. For using git and github? Github itself has tons of very useful step-by-step help guides, and Google has far far more. It is quite simple once you see.
  5. I thought ModLoaderMP's version of that never worked?
  6. lol miss read bash as bat. I'm running windows 7 but i do have multi copies of Linux in a cd case. Though i've never run minecraft on a Linux and don't have much experience with linux. Sound like it will be a nice learning experience in my free time. Might want to get that working first if wanted.
  7. Would help if you posted your current code for your getBlockTextureFromSideAndMetadata function, because if you are still using the one that calls the static function: int facing = TileEntityMachine.getFacingDireciton(); Then that would not work for sure. So post your current version of that function and the function in your TE that it calls? Remember that all of it must not be static or it will not work.
  8. It is a bash script, it auto-mods everything from a definition in the filesystem, launches the server, launches the client, done. The automodding is done every time, but not a big deal, with like 30 mods it takes like 5 seconds. That sounds simple but what do you mean by auotmodding? do you mean installing the mods and resetting the configs? I have mc and the server in special locations, mods in various numbered subdirectories, it then unzips/zips everything back up properly based on numbered priority (with a 'Rest' directory for no care, most things go in here), and when zipped up it copies it into the play directory, then starts it. That is very cool and very impressive. think you can upload that bat file of yours so i can understand it on the code level. I've never seen a bat file that does more than launch an application. Also did you write this bat file so that you can switch between mods based on the world? I do not have a bat, as stated, it is a bash shell script, I.E., linux, will not work on Windows. Are you running linux? If so then I can post it. I handle multiple mod setups by having multiple installs, all are fully self contained and do not touch the system install.
  9. Didn't quite understand that but, how would i go by making it so it only changes the texture of one instance of the block. By making it change to the other image when it is *not* that instance. You need to cover all cases. It is more functional and less procedural per block, think of it that way.
  10. It is a bash script, it auto-mods everything from a definition in the filesystem, launches the server, launches the client, done. The automodding is done every time, but not a big deal, with like 30 mods it takes like 5 seconds. That sounds simple but what do you mean by auotmodding? do you mean installing the mods and resetting the configs? I have mc and the server in special locations, mods in various numbered subdirectories, it then unzips/zips everything back up properly based on numbered priority (with a 'Rest' directory for no care, most things go in here), and when zipped up it copies it into the play directory, then starts it.
  11. I did, the way the furnace does it is by using metadata to change facing direction. Since i plan to put 16 machines in this one block i cant do that. Right now i know ic2 and redpower use tileEntities to control the textures, but since i can't look at there code i don't know how they do it. They just lookup the TE in the callback and pass the arguments to it and return what it returns, simple. that's what i thought so i added a function in my tileentity and got it to return the facing side. It worked at first but then the blocks started to all change facing direction with each other. They textures rotate on placement so i know its at least storing and getting the facing direction. However, i think what happening is when i go to change the texture i do it for every block instead of just one. Then you are not doing it all possible situations. If you do it in 1, you must do it in all, else you will get what you see.
  12. Meh, my MC is run in a certain setup that runs a server behind the client so even my single player worlds are run with server abilities (like other worlds keep working when I am not there), BTW does not support MP so I cannot use it. A new topic in the general discussion area might be good though, pictures would be interesting. Actually, let me split this topic and move that part over there. Could you tell us about your MC setup It is a bash script, it auto-mods everything from a definition in the filesystem, launches the server, launches the client, done. The automodding is done every time, but not a big deal, with like 30 mods it takes like 5 seconds.
  13. I did, the way the furnace does it is by using metadata to change facing direction. Since i plan to put 16 machines in this one block i cant do that. Right now i know ic2 and redpower use tileEntities to control the textures, but since i can't look at there code i don't know how they do it. They just lookup the TE in the callback and pass the arguments to it and return what it returns, simple.
  14. Energy as in electrical, or mechanical, or magic, or...?
  15. Subclass the teleporter class and have it do what you need.
  16. But would be fine for a mod built using Forge. Give it a try?
  17. IOreHandler.registerOre("ingotRefinedIron", ingotSteelStack); You are calling an abstract static method that does not exist. IOreHandler (hence the I on the front for Interface) means that 'you' need to implement it. This is how you handle callbacks. Actually, here is an idea, look at the IronChest mods source code (https://github.com/cpw/ironchest/), it uses the IOreHandler callback to set up recipes for mod added copper/tin/etc... You also need to register your ores, there should be a method for that on the MinecraftForge class or ForgeHooks or something.
  18. http://minecraftforge.net/forum/index.php/topic,188.0
  19. It is just the function for switching worlds. Your teleportation points can be whatever you can imagine. From right clicking with an item, to be killed or touched by a special mob, or hopping into a portal. However you do it, when you need to switch worlds then call usePortal(). * Untested as I have not made a new dimension. This is just from reading over the code.
  20. Words are just an array of numbers, so pack your string up (encode it as an) array and pack it in.
  21. Why not just use a relative path?
  22. You have *only* ModLoader and Forge? Nothing else at all anywhere? And how did you install them exactly? Because it sounds like something was not overwritten properly. Also, in this very sub board is a stickied post, might want to read it: Read this or you may get banned.
  23. Exactly what it says, he needs Forge of a matching version.
  24. In this very sub board is a stickied post, might want to read it: Read this or you may get banned.
  25. Does it even matter with Forge anymore? I think it ignores the GUI IDs now or something like that...
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.