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DarkGuardsman

Forge Modder
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Everything posted by DarkGuardsman

  1. Why do you have a separate block and tileEntity for on/off? You could do everything from one block and tileEntity. Anyways that not what your asking. The only thing i can see wrong is your not extending networkmod for you mod_xxxx.class. If you do ssp that would be fine but SMP needs the networkmod parts. Other than that i don't know where too looks with just "its not working" could you plz explain you issue some more.
  2. using player api but for what your doing you can just make a new nbt file that stores somewhere that saves a string list. Other than that i don't know anything about the hook just assumed it existed because overmind was talking about it. Your could just try your same method you use ssp but make a crafting manager that that works per player.
  3. First off, Tekkit is a bukkit-based server, so any vanilla server mods are immediately incompatible. Finally: Don't use Tekkit, make your own server using MCPC-downloaded packages, and you'll have a better time. Sorry forgot tekkit was bukkit based. I've never used it and only looked it up once when i was trying to understand there src. Anyways As you said MCPC from mcport central is a great way to have mods and plugins. If you need any help setting it up just ask i own two servers. With my first one having used MCPC since it was just Modloadermp for Bukkit.
  4. Can you link your mod I like the ideal of restricted crafting. Also to solve your issue try using the hook like overlord described then make a nbt saver that list what a player can craft. Creat a function to load the list for the player and compare it to what is being crafted. This way you have a per player list that can be run threw without effecting other players.
  5. my best guess is tekkit server comes packages with something in it already maybe even forge. What you need to do is download the minecraft.jar and package your server from the start.
  6. Anyone have a quick example or link I can have for saving nbt outside of the map save.
  7. Look at furnace it has its own recipe list it pulls from to find what it can smelt.
  8. Yes, you can even just make a new arrow that on contact does what a splash potion does. However, this will not get you your slow effect or at not easily. Wait? look at cobweb's code it slows a player some how. Just use a similar code too slow down what ever you hit.
  9. Hmm what do you mean? Gui interface or code interface?
  10. only way i know of would be to recode the mobs and add AI effect too them.
  11. In my mind nothing takes a lot of work, but from your view you might be right. Mainly since i don't know the full extent that it takes too make the server half of this. Only problem i do see though is keeping version # strait with what is downloaded. If the file name doesn't match the version #'s name it won't install right. Other than that its simple download and move around.
  12. We don't really need that big of a server back end if most of the stuff is handled client side and by the package makers. The only things the server will do is tell the client the list of mods it needs. It will never actually store any of the mods or provide download for mods. Mostly the mod list would already be download and only update if the version # don't match.
  13. Never used your mod but from what i've heard its good. Anyways from my experiences with NPCs there really easy to port to smp. They just need some dataWatchers to share variables between server and client. Sometimes they need to interface IMob or IAnaimal. GUIs i don't know much about and still need to create a few for my NPC mods but, they need some kind of GUI handler and maybe a packet system. Land gen i think is done the same way, so are block and items. TileEntities are the same as well but you might want to code your ssp to not do anything when connected to a Server. No need for fake NPC to spawn ssp and not actual be there. Porting in general you need to remove all graphics code from your smp code. Things like renders, Guis, names, special effects and such. You also need to make packets too send any special data too the client that is generated from the server.
  14. lol ok, its a side project for me as well. My main is guardsman though i keep putting off major work on it. Steam power is also a side project for me though i think i'm about done just need to clean up code and port to new versions.
  15. The plan was to always make an updater/installer in java. Since one of the updater i used for my server works well its just not comparable with linix or mac(s). For the moment i just want to get a basic version done that download all the mods from the modder's sites. Showing there site and/or the adfly link in some cases too maybe bypass needing to get full permission. Though i'll still ask first so i can get the direct links and a banner/pic too show instead of a site. Though right now this is all ideals, at the moment we need to get something started. Calclaiva how long do you think it would take you to get a app done with a few buttons? Also not being grouped with Forge is a good thing. This way when the updater/installer is done no one will think forge only mods are offered.
  16. i actual could care less if its associated with forge, i'm just looking to make an auto updater/installer. Something simple that pulls from the game server and build a list from the urls provided. Also show the adfly links and stuff so modder don't fell cheated of there .0005$ a view. Similar to techie pack's auto installer that uses spout's src. But, thank you for making it clear you don't want this for forge.
  17. As i said you can make a test version that doesn't use forge website first. I don't think they will just let you mess with there site without something working first.
  18. hmm, the in game mod is more for optional extras. Like i exampled, too change quick config without exiting the game, the general category in forge config files. Also too force reopen and close MC if the player wants to switch mod groups. Like going from Industrial pack to mystic pack too prevent world save conflict. For now though i suggest we make a test version of this before even trying to add it to the forge page. This way we can prove it works then implement it into forge page, that is if the forge staff goes with it.
  19. lol i'm actual not a good mod installer maker just have good ideals and a few good tools too help. The project we have in mind will need java to allow it too work on all OS. I'll start the basic download part that simple takes the url and downloads the file. After that i'll need help since java is not my main programming lang and i don't programs apps at all. Last time i made an app that worked with the net was in 8th grade using basic. I've long forgot how too do that since i only mod and program micro chips ;/. Though in due time with Google i think i can figure it out. I'll post it on github when i get something started and working. Since this project can actual be broken into multi parts i list what part i think the installer needs. this way others might be able to start it on there own. Web -> that you calclavia. Need a database for all info about each mod per each update. Something for the installer to grab with mod lists/packages. Interface for server owner and players to create mod packages for private or public use. Interface too add in new mods and some system to confirm they are the mod maker. Installer -> unzips and installs mods into the jar. Or too unpack mods like computercraft that need to be unpacked to work. file scanner -> check all files in the .minecraft folder and lists them. I want to go as far as scanning everything in the minecraft.jar too prevent hacking but we can keep it simple to file names. Package Reader -> retrieves and compares the download list too the current file list Downloader -> simply download files using a url and a file destination which will be a temp folder or mod file storage Mod Manager -> takes file from a folder and places them into there correct spots depending on mod package. Will also move non needed files to a storage folder for later. config Manager -> changes the config files to match the world or server. stores a file in each world, or in case of a server somewhere where the installer can access it. world Manager -> removes and places worlds into save folder depending on mods installed. Prevent worlds from being lost due to mod conflict or miss installs. Also take a backup first time moved and run just in case a new mods version cause world corruption. Gui -> displays all info for player too see. Need a main Viewer screen, download progress bar, button for options, button to select package. InGame Mod -> lets the player change basic config option in main menu of MC. Like power output of IC2 blocks. Also will reopen launcher too change mod packages if player wants to switch. fill free to add or correct me. I'm trying to plan out a project for once instead of jumping strait in.
  20. Very good plan just a few suggestions. 1) Leave the updater outside of minecraft. The reason for this is it become hard to update minecraft.jar itself if you are modifying it. Or this is the impression that i got from sites i have read. Also because you can update the launcher separate from the game. On top of that we are trying to help those that don't understand how to install mods at all. So an updater that they can leave on there desktop too use will be perfect. Using this we can also add in a mod that the updater installs into minecraft first to give in game menus and such. 2) Add package downloads like techie does. This way server owner can create new package similar to play lists that player signs up too. Which can also be used to show server news, images before and while logining in. 3) We need a auto config manager that save between sessions. This way a player can switch server without changing configs. Also so worlds can switch configs for different mods. Improving the fact some mods just don't mix at all and will be used separate. 4) if we do start down the path of messing with the client code for this lets do more than just an updater. For example ssp chat room, tutorials, map downloading, feature to improve server communication and control.
  21. Sounds like a plan above my coding skills. Ill work on my version which might not be 100% legit and a group of us can work on a grand version. Though adfly shouldn't be allowed if uploaded by authors just for looks. This way they can upload a banner to be shown when the mod downloads. Also because adfy links need the player to confirm the download which doesnt work as automatic.
  22. Factions loved that plugin til my admin couldn't interact with faction areas Yes limit in a protection mods are needed but at the same time actual protect. For example no need for a lock if it break with no work.something I was think of if I was to make a mod like this is lock picks. With tiers of protect all the way up to admin protection.
  23. Forgot about that little fact, got rid of thw notion on my server. People tend not to make unbreakabe walls when admins say no with more than words. Though some form of protection is needed inorder for player to have full protection. Say they can be broke just don't drop anything or you need special tools to move them.
  24. Maybe so but ill figure it out later. For now I'll work over the basic version then look into setting something up for permission. What I was think about was while the mod download show there website and such. That way they get advertized while downloading and shown they own the mod.
  25. Thats the plan with what i mean by list. The server owner will make the list and the player just types in the server name. The program then just grabs the list from the server and goes to work.
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