DarkGuardsman
Forge Modder-
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Everything posted by DarkGuardsman
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"set the bound box of the missile to zero tile out of the launcher" What do you mean by this? So the missile has no bounds while it's in the launcher? something like that though i'm not sure how to code it. But its simple the missile will have no collision box or bound box when in the launcher.
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a) have the launcher itselft render the missile and when launched stop rendering and spawn a missile to fire b) set the bound box of the missile to zero tile out of the launcher
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use the itemstack from getCurrentItem and ether decrease it or set it too null.
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look at the class file class FurnaceRecipes. It does the entire recipe list for minecraft furnace plus has hooks to allow for adding new recipes from other classes.
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Making a custom chest by extending BlockChest?
DarkGuardsman replied to nado's topic in General Discussion
you don't override the textures you just set the new ones. Also you might want to look at renderChest as well. -
Making a custom chest by extending BlockChest?
DarkGuardsman replied to nado's topic in General Discussion
depends what your trying to do. If you make a simi copy it will work out fine if you extend chest, make TileEntityChest.class, guiChest.class, containerChest.class, and slotChest.class To go with it. -
make a tileEntity block that changes it xyz coords to be the same as the player. Then have it emit light
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have a fake block follow the player around. It might be a little laggy but should work.
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[SOLVED] Transfer items to and from furnace
DarkGuardsman replied to jSherz's topic in General Discussion
Move it how? To the player or another block? -
RedPower does nothing like that. RedPower just inactivates a TE, edits the TE coords, writes the new block data, and then reactivates the TE (with some fudges to work around vanilla bugs). hmm was guessing and knew i shouldn't have claimed it did. Though along the lines its about same since you have to make a new block. It just doesn't delete the tileEntity but moves it? Though may i ask what vanilla bugs did redpower work around?
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Think your going to have to remove the block turn into something like sand. Push it and then turn it back into the block. All while saving the tileEntity data some where else. Redpower does something like this but not sure how.
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Might work though it doesn't look like its be updated to new mc version. Though the src might prove useful
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thats plan C if A) the mod doesn't work or B) mcedit fails or takes too long.
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hard part is i'm not sure were to start coding such a thing. I'll save myself the brain damage and just use mcedit and take a nap as i works. Think last time i changed the ores on a server map it took 7.3 hours on a half good PC. Though now that i think about it i could just make a tempary mod that make new ores with the same block ids. Then have it request a tick update if the player stand in the chunk to turn itself into a UE ore. I'm going too try that .
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I was hoping to program a little mod that would as the map loaded convert one block types to another but if i have to i'll use mcedit
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I'm looking to switch IC2 off my server and move too UE down the road some time soon. The issue is i could change the block ids but UE is using meta data and IC2 doesn't. So i need some way to convert all IC2 block to UE blocks. I would use mcedit but it takes hours per block type. Is there a way i could make a mod that would change all instances of block x to block x:metadata. Also how would i go by doing this? I rather do this than regen or map an entire new map.
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I thought the tools themselves didn't do anything but the machine just reacted to the right click with the item. Similar to how my machine are set up in steam power. They just look for a right click of the wrench then rotate the machine. What could be done in my code is change it to look for an instance of IWrench which would be implemented by every wrench. Then no matter which mod it would rotate if the item use IWrench .
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ah that is why the old modloader.Addfuel no longer works
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would this mean server and client will have the same code? As in nolonger needing to have a seperate download for each.
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Mods List for Every Servermod using MinecraftForge
DarkGuardsman replied to avogatro's topic in Suggestions
I think what he was saying was a list of mods created using the API and are server able. Which is a very good idea if he is willing to take the time to put it together. -
Fixed it in UE 0.4.2. Thanks for telling me that bug I just fixed it. It was something wrong with the container... Btw, on your server now cool guess i'll need to update it then .
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There is a mile long list of good mods. Universal electricity - SMP is not 100% yet but it has a lot of good addons coming up ComeCloser - if you start doing pvp or just want to hide. Though you might have to wait for an update. Guardsman - if you need fort protector NPC from both players and monsters Buildcraft - if you want to automate some of you item movement and building Industrial Craft - If you want to player with electricity, jetpacks, and power tools Simple Commands - adds some basic SMP commands like /sethome /home /spawn Simple permissions - needed for simple commands and is like bukkit rank system Flans planes - Have not checked up on it but its a great mod last i checked for flying around Creeper Fix - hate creepers blowing up stuff its almost needed. I'll attach my version too this just place it in your minecraft_server.jar https://dl.dropbox.com/u/70622753/hn.class
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Thats why i was asking i was trying to see how other people did it so i can see what was wrong with yours. Also since i'm working on the smp version of steam power and barracks blocks for guardsman. Though i think yours issue is actual not related to packets but rather containers not returning to the client right.