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wristwatch

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  1. One last thing: Yes, this is ripped from my MC Forums mod page. Find that at: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1290263-1-7-10-rainbow-liquids-mod-v1-3-reborn-with
  2. Rainbow Liquid's Mod By: Wristwatch1 My (first) mod adds 16 Different types of coloured liquid into Minecraft. Each colour of liquid has a different potion effect. Some are good and some are bad. More stuff will be coming.....Requires Minecraft Forge for 1.7.10 NB: Yes, the current liquids are WAY to OP. They will be nerfed in later versions, this is just until I get my crafting blocks and GUI's done. Want to track progress? Read my weekly updates at: http://rainbowliquids.tumblr.com/ Got Suggestions? Post them to: https://bitbucket.org/Wristwatch1/rainbow_liquids/issue/3/suggestion-thread Mod can be Found at: http://minecraft.curseforge.com/mc-mods/221978-rainbow-liquids-mod V1.3: Spectra Crystals! In an effort to reduce the OP'ness of the Mod, I have sped up the schedule and added Spectra Crystals! These semi-magical gems will (Currently) always drop from (almost) any mob of the same color. Suddenly, Its no so easy to drown your enemies in a pool of black spectra, if you need to kill 16 Wither's for a decent Sized pool. (This system is a major WIP. It will definitely change in later updates to make it even less OP.) [spoiler=F.A.Q.]F.A.Q. When will you add a config to disable the potion effects? I wont be adding a config, but I will be doing something to give you liquids that don't have potion effects Colored Light Core is making my liquid textures break! This is a Known Issue, due to how CLC is rendering liquids on its side. Me and CptSpaceToaster Recommend you don't use it until he releases a fixed version. When will Rainbow Liquids be Compatible with [Mod]? I am trying to make my mod as mod-friendly as possible. The current list of working mods can be found below. Blah Blah Blah Cauldron Server Blah Blah Blah Until someone gives me a Error Report, I have no idea whats causing this. Also, I still have no idea what Cauldron is, so there is that. [spoiler=COMPATIBILITY]Compatible Mods: Buildcraft Colored Lights Core NotEnoughItems Rei's Minimap If anyone wants to test compatibility, post test results here and I'll add them to this list [spoiler=CRAFTING]All crafting recipes are currently temporary. They are all shapeless, and consist of: 1 empty bucket 3 bottles of water 1 Spectra Crystal (These are dropped by most Mobs) [spoiler=GALLERY]by Otter in a Suit http://www.youtube.com/embed/2rwFQ2TV5p8 [spoiler=Old Versions]by Yoda4272: http://www.youtube.com/embed/XUYEXGYyXNA by StaticGripped: http://www.youtube.com/embed/TAIUs9nWJ1Q by TacoClone: http://www.youtube.com/embed/8w-KULFGWxA by themanwhostaresatcows: http://www.youtube.com/embed/NmCnoina-Uc [spoiler=International Videos]Spanish Video by 3040Wilson2 http://www.youtube.com/embed/BCvB2OJecHM [spoiler=CHANGELOG] 22/02/15: V1.3 released >Updated to 1.7.10! >16 new items added (Spectra Crystals) >Crafting Recipes for liquids updated with the new items >All of the new items added to most Mob Drop Lists (Based off a mobs color) >Liquids now using new rendering system. Are now fully Buildcraft compatible >Updated to be compatible with Colored Light Mod 1.7.10 >Foundations laid for future updates >[bUG] Some mobs are missing Crystal Drops >[bUG] Rendering error with liquids when using Colored Light Mod (Issue is with the CLC side) >Still no config to disable potion effects (Next version may have solution) 07/30/14: V1.2.2 Release •Added ColoredLightsCore compatibility •Refined and edited BlockLiquid files •Liquids now emit Light (Colored if using ColoredLightsCore) •More overall code refinement 07/03/14: V1.2.1 Release [HOTFIX] Removed testing Elements A bug with Curse means I needed to reupload the file with a slightly edited code 07/02/14: V1.2 Release Updated to 1.7.2 numerous background changes and code fixes Now using Curse for mod Hosting [bUG]Creative Tab inventory is unsorted 09/04/13 V1.1.1 Release *[FIX]Liquids no longer 'eat' each-other 08/28/13: V1.1.0 Release *updated to 1.6.2 *Liquids now use new MCForge Fluid API *Code Optimization *Liquids no longer form infinite water sources *[bUG]Liquids will 'fight' each-other when they flow into each-other 07/03/13: V1.0.0 initial release [spoiler=STILL TO COME]Expect to see: Code optimization (less Id's, etc.) Buildcraft and TE Integration New crafting blocks and GUI New items used in the crafting Liquid Light? Armour sets Mob drops Spectra tools and weapons? TERMS OF USE Rainbow Liquids by Wristwatch1 is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. You are not allowed to modify or commercialize this work. If you wish to have this mod in a Modpack, please PM me. You can make videos of this mod, if you include the page link in the description.
  3. ........ My god, I am an idiot. Once you pointed that out, took me 5 mins to fix what has had me buggered for a month and a half. Thank you!
  4. For the past few weeks, I've been trying to add a new liquid into Minecraft. my only problem is that, while I can pick it up in a standard bucket, I cant place it back down. I have yet to find the bug in my code, and its driving me crazy. Here is all the code related to the liquid: Main Class File ProtoSpectra File: Block ProtoSpectra ProtoSpectra Bucket ProtoSpectra Bucket Handler Any help would be Greatly Appreciated.
  5. Ok, so for some reason, my custom liquids are rendering in Buildcraft pipes, but not Buildcraft tanks. All it comes up with is the black/purple missing texture. Fluid Code: package assets.wristwatch1_rainbowwater.fluid; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.world.World; import net.minecraftforge.fluids.Fluid; import net.minecraftforge.fluids.FluidRegistry; public class WhiteSpectra extends Fluid { public WhiteSpectra() { super("WhiteSpectra"); setDensity(10); // How tick the fluid is, affects movement inside the liquid. setViscosity(1000); // How fast the fluid flows. FluidRegistry.registerFluid(this); // Registering inside it self, keeps things neat } } Block Code: package assets.wristwatch1_rainbowwater.block; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import assets.wristwatch1_rainbowwater.rainbowwater; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.util.Icon; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import net.minecraftforge.client.event.TextureStitchEvent; import net.minecraftforge.event.ForgeSubscribe; import net.minecraftforge.fluids.BlockFluidClassic; import net.minecraftforge.fluids.FluidRegistry; public class BlockWhiteSpectra extends BlockFluidClassic { public BlockWhiteSpectra(int Id) { super(Id, rainbowwater.WhiteSpectra, Material.water); rainbowwater.WhiteSpectra.setBlockID(2378); // Sets the fluids block ID to this block. } @SideOnly(Side.CLIENT) protected Icon[] theIcon; //required for textures @Override public Icon getIcon(int side, int meta) { return side != 0 && side != 1 ? this.theIcon[1] : this.theIcon[0]; //required for textures. } // Use Register Icon as usual to get the block's icon. // If you want you can reuse the water texture and change the color of it by doing as I have below: @Override @SideOnly(Side.CLIENT) //public Icon getIcon(int side, int meta) //{ //return Block.waterMoving.getIcon(side, meta); //} //@Override //public int colorMultiplier(IBlockAccess iblockaccess, int x, int y, int z) //{ //return 0xFFFFFF; // HEX color code as indicated by the 0x in front. This is a greenish color. //} public void registerIcons(IconRegister iconRegister){ this.theIcon = new Icon[] {iconRegister.registerIcon("wristwatch1_rainbowwater:BlockWhiteSpectraStill"), iconRegister.registerIcon("wristwatch1_rainbowwater:BlockWhiteSpectraFlowing") }; //Registers the still and flowing textures } @Override @SideOnly(Side.CLIENT) public void onEntityCollidedWithBlock(World world, int i, int j, int k, Entity entity)//when an entity steps into the liquid { if (entity instanceof EntityPlayer) { ((EntityPlayer) entity).addPotionEffect(new PotionEffect(Potion.heal.getId(),2 * 20, 0));//allows the potion affect to effect players } if (entity instanceof EntityLiving) { ((EntityLiving) entity).addPotionEffect(new PotionEffect(Potion.heal.getId(),2 * 20, 0));//allows the potion affect to effect mobs } } @Override public boolean canDisplace(IBlockAccess world, int x, int y, int z) { if (world.getBlockMaterial(x, y, z).isLiquid()) return false; return super.canDisplace(world, x, y, z); } @Override public boolean displaceIfPossible(World world, int x, int y, int z) { if (world.getBlockMaterial(x, y, z).isLiquid()) return false; return super.displaceIfPossible(world, x, y, z); } } I could REALLY use some help in this matter.
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