Im not sure what is wrong.
I made sure there were no mods installed (just in case), I deleted the META-INF folder, and then put all the files in this mod into the .jar file. When I started Minecraft I was able to log in but the loading screen "froze" (the bar stpped moving) whenever it was about to finish, so I could not play... will someone please help? This has happened before but all I had to do was delete the META-INF folder and that did not work this time...
Wonder, Is there anyway to color options so that other mod blocks can be displayed rather than transparent holes in the map? I've edited the minimapcolors_099 file. but it seems to be overwritten each time the game is loaded.
edit...
NVM, just noticed that it'll move the lines around. Also to now. Seems that neither this mod or Ellians material detector likes the hexcolorcode for black. I'll have to find a suitable offshade for it to work.
I'm going to make it so that it automatically generates colors by searching the block list.
Cant seem to get GUIApi Working on a clean install, yes i deleted meta-inf. Tried it both with and without modloader installed but still it black screens.. am i missing something?
Actually I think the test mod that comes with the api docs is broken :/
It might be, I haven't touched guiapi in a while. What's the error?
Yeah no. Spawn killing means you don't have the skill to kill people who are ready for a fight, so you ambush people hoping you can beat them to feel like you are good at the game, and is nothing more than frustrating to new players. It doesn't take anything from them, you gain nothing from it, and makes both you and the server unappealing. If you can't even survive spawning in, what is the point of playing on a server?
Also, a death point is useless on pvp because they already took your stuff. If you liked the area for some other reason you should have already marked it. A death point in single player or non pvp however actually makes sense.
How did you get from "spawn point on a pvp server" to "spawn killing"? and how is a death point automatically useless because your stuff might not be there?
is it possible to theme the gui in the gui api :cool.gif:
Yes. it uses TWL - the Themeable Widget Library. the theme file is twlGuiTheme.xml if I remember correctly.
I'm currently going through and adding everything I can remember people requesting to the minimap (...that I don't have some objection to). I went a while without touching it, this is to make up for that.
Rollback Post to RevisionRollBack
Link Removed
Stupidity on the rise with a 40% chance of shitstorms.
Does anyone at all have the welcome message on? I'm considering removing it. It annoys me to no end to have to hit a key before I can play, but does anyone else like it?
Rollback Post to RevisionRollBack
Link Removed
Stupidity on the rise with a 40% chance of shitstorms.
I think I figured it out, but how do quickly find the replies to my question; I dont want to have to search the entire topic to find one reply if at all possible, (sorry, I'm new at this)
Does anyone at all have the welcome message on? I'm considering removing it. It annoys me to no end to have to hit a key before I can play, but does anyone else like it?
i think its a good idea for noobs. i didnt know there was going to be a menu when i installed it at first, so it taught me something useful. if people cant read it and then go to the menu to shut it off thats their fault not yours.
also, just saw your post above about doing some work on minimap...any idea if you are going to be able to fix the way it saves waypoints for multiworld servers? or waypoint other players?
Do you plan on adding polygonal support for the worldedit interface plugin in the near furture, or at all ever? - would edit has polygons its //sel poly
i think its a good idea for noobs. i didnt know there was going to be a menu when i installed it at first, so it taught me something useful. if people cant read it and then go to the menu to shut it off thats their fault not yours.
also, just saw your post above about doing some work on minimap...any idea if you are going to be able to fix the way it saves waypoints for multiworld servers? or waypoint other players?
Multiworld servers? to my knowledge, that would be incredibly difficult, as (far as I know) the server does not give any indication when you change world. And what do you mean by "waypoint other players"?
Do you plan on adding polygonal support for the worldedit interface plugin in the near furture, or at all ever? - would edit has polygons its //sel poly
Maybe. I'll poke sk about it. Someone else is rewriting cui, and he'll probably be managing it for until he gets bored of it. he's going to be extending the wecui protocol, so I'll talk to him and sk about adding polygon support.
Maybe. I'll poke sk about it. Someone else is rewriting cui, and he'll probably be managing it for until he gets bored of it. he's going to be extending the wecui protocol, so I'll talk to him and sk about adding polygon support.
Well hell, if your going to poke sk about it, i have another request for you then.. I didn't think you were a direct link to the higher ups of server modding but here goes my requestion (I couldn't think of which word to use, so I used both)
Minecraft Forge allows users to make mods that don't use terrain sprites. The problem is that worldedit(with spc) doesn't handle tile entities... at all. Another thing that i would like you to look into is coverplates from redpower wiring. The author has figured out a way to allow users to place multiple "coverplates" in a one block space. With the up and comming 1.7 version of her mod she has introduced even more of these subblocks, is there anyway to patch it *cough* worldedit *cough* to allow for these blocks?
I've just realized i was talking to a sectional moderator, could you shoot a link to Marglarph about this TMI patch - it allows for blocks over minecrafts native 16 block limit to show up (such as 117:47 - a black wool coverplate from redpower) - just drop the tmiconfig.class and shoot him the tmiutilts.
Now with me done asking you do to my dirty work, I wanted to ask you specifically about one of your mods: The minimap.
I was wondering if you could allow it to render foreign blocks differently, using the top texture of an object to show it on the minimap, some objects like foriegn liquids, and glass i imagine this would be harder to deal with, but i think its possible - what do you think?
Oh and the guy above said "waypoint other players", - He means having moving dots, or some sort of indication of other players on the minimap, although i think this(if implemented) should be off by default, because it could be used for cheating in pvp
As for the multiworld servers, there has to be someway for them to actually get there, weather that's warping(indication), going threw a portal (indication) or going threw a plugin portal-such as stargate(indication) the stargate mod reports in the server log where the player went, grab that, normal portals, which can be used for multiworld support send a signal just like nether portals, and warping registers the command - i don't know what your talking about its hard to know when you've changed worlds - but a really simple work around (because when you relog it automatically update the maps) would be just to have a reload mod button
Multiworld servers? to my knowledge, that would be incredibly difficult, as (far as I know) the server does not give any indication when you change world. And what do you mean by "waypoint other players"?
oh a while ago i asked about saving the .points files in a way that the waypoints would be saved for each map coming from a server ip...so for example, on my localhost server it would save localhost_world1.points separately from localhost_world2.points instead of just localhost.points (which shows all my waypoints all the time no matter what map im on). you seemed to think that you could grab the world seed or something to differentiate them.
as for waypointing another player it was just a feature request/question that im not sure is possible. the idea would be to waypoint the user so you could see where they were.
I LOVE this mod. It is my favourite mod which has saved time so many times and allowed seeing things from a different view.
The SMP server that I play on will shortly be adding spout mod support and quite a few of the plugins that we'll use will require it.
Would it be possible to make Zan's Mimnimap be compatible with spout?
Thanks.
Not likely. spout will either have to not modify uq.class, or be compatible with modloader. with how incompatible spout is going out of it's way to be, it probably is incompatible on both fronts.
oh a while ago i asked about saving the .points files in a way that the waypoints would be saved for each map coming from a server ip...so for example, on my localhost server it would save localhost_world1.points separately from localhost_world2.points instead of just localhost.points (which shows all my waypoints all the time no matter what map im on). you seemed to think that you could grab the world seed or something to differentiate them.
as for waypointing another player it was just a feature request/question that im not sure is possible. the idea would be to waypoint the user so you could see where they were.
the server does not tell the client what the world names are, it only tells the client whether they're nether or not. I'm going to have to make a bukkit plugin to tell the client a world idenfitification, most likely.
Rollback Post to RevisionRollBack
Link Removed
Stupidity on the rise with a 40% chance of shitstorms.
the server does not tell the client what the world names are, it only tells the client whether they're nether or not. I'm going to have to make a bukkit plugin to tell the client a world idenfitification, most likely.
well that shows what i know lol. i am just trying to pick up java right now so im am a clueless noob at this point. i have seen reference to levelName in WorldInfo.java and thought it was there for anyone to use at any time. if you can make it work that would be absolutely awesome. what about asking bukkit or a plugin like multiverse for the info so you dont have to make a plugin to do it? or can the client not talk to bukkit directly at all? i personally find bukkit api to be a pretty confusing thing at this point so i am prolly grasping at straws with that idea lol...
anyway it would be legendary if you could get that working in any form (a bukkit plugin or whatever it takes). best of luck to you
For the good work but;
Unfourtunatly I have encountered a bug. I have these mods installed:
GuiApi 10.4
Id Resolver
Intergrated redstone
ModLoader
ModLoaderMP
Piston Patch
Red power core
TooManyItems
Wireless Redstone 14
Buildcraft full set 1.7.3.2
Also I use MyCraft
I noticed it was not working when I couldn't acess the global settigs menu to change the options for ID resolver because it didn't seem to be working porperly (the main gui was not appearing and so I went to that menu to see if I could fix it but every time I try to go to the menu it saves the chunks then crashes. I have even tried extracting it from the zip but it still does not work. *Crash log below* Also could someone tell me if it is ID Resolver that is breaking?
--CRASH LOG--
Using launch options:
-Xmx1024m
-Xms1024m
Running with custom launch options
MyCraft Launcher 5.0
MyCraft V2.3.0
Running from folder: C:\Users\johalh\AppData\Roaming\.minecraft\bin\mycraft
Lib file: minecraft.jar
Injecting ModLoader
21/07/2011 6:27:00 AM IDResolver ReloadIDs
INFO: IDResolver - Loaded 12 IDs sucessfully.
21/07/2011 6:27:00 AM IDResolver ReloadIDs
INFO: IDResolver - Loaded 12 IDs sucessfully.
16 achievements
151 recipes
Setting user: jeepman32, 5563522417155330954
java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at vp.a(SourceFile:33)
at ik.a(SourceFile:56)
at ik.<init>(SourceFile:24)
at net.minecraft.client.Minecraft.a(SourceFile:309)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at vp.a(SourceFile:33)
at ik.a(SourceFile:56)
at ik.<init>(SourceFile:24)
at net.minecraft.client.Minecraft.a(SourceFile:309)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
ModLoader Beta 1.7.3 Initializing...
Loading MyCraft + ModLoader mods
Loading: mod_BuildCraftFactory
Mod Loaded: mod_BuildCraftFactory 1.7.3.2
Loading: mod_BuildCraftTransport
Mod Loaded: mod_BuildCraftTransport 1.7.3.2
Loading: mod_IDResolver
Mod Loaded: mod_IDResolver 1.7.2 - Update 1
Loading: mod_WirelessRedstone
WirelessRedstone: Loading Properties.
WirelessRedstone: ReceiverID=113
WirelessRedstone: TransmitterID=115
Overriding /terrain.png with /WirelessSprites/topOn.png @ 30. 82 left.
Overriding /terrain.png with /WirelessSprites/topOff.png @ 54. 81 left.
Overriding /terrain.png with /WirelessSprites/rxOn.png @ 76. 80 left.
Overriding /terrain.png with /WirelessSprites/rxOff.png @ 77. 79 left.
Overriding /terrain.png with /WirelessSprites/txOn.png @ 78. 78 left.
Overriding /terrain.png with /WirelessSprites/txOff.png @ 85. 77 left.
Mod Loaded: WirelessRedstone 1.4
Loading: mod_RedPowerCore
Mod Loaded: mod_RedPowerCore 1.5.1
Loading: mod_BuildCraftFactory$1
Loading: mod_BuildCraftCore$EntityRenderIndex
Loading: mod_BuildCraftBuilders$1
Loading: mod_BuildCraftCore
Mod Loaded: mod_BuildCraftCore 1.7.3.2
Loading: mod_TooManyItems
Mod Loaded: mod_TooManyItems 1.7.2 2011-07-01
Loading: mod_IntegratedRedstone
Mod Loaded: mod_IntegratedRedstone 1.5.1
Loading: mod_BuildCraftBuilders
Mod Loaded: mod_BuildCraftBuilders 1.7.3.2
Done.
ModLoaderMP Beta 1.7.3 unofficial Initialized
Overriding /gui/items.png with /net/minecraft/src/buildcraft/core/gui/wooden_gear.png @ 38. 129 left.
Overriding /gui/items.png with /net/minecraft/src/buildcraft/core/gui/stone_gear.png @ 46. 128 left.
Overriding /gui/items.png with /net/minecraft/src/buildcraft/core/gui/iron_gear.png @ 61. 127 left.
Overriding /gui/items.png with /net/minecraft/src/buildcraft/core/gui/golden_gear.png @ 62. 126 left.
Overriding /gui/items.png with /net/minecraft/src/buildcraft/core/gui/diamond_gear.png @ 91. 125 left.
Overriding /gui/items.png with /eloraam/intred/irwafer.png @ 101. 124 left.
Overriding /gui/items.png with /eloraam/intred/irwire.png @ 102. 123 left.
Overriding /gui/items.png with /eloraam/intred/iranode.png @ 105. 122 left.
Overriding /gui/items.png with /eloraam/intred/ircathode.png @ 106. 121 left.
Overriding /gui/items.png with /eloraam/intred/irpointer.png @ 107. 120 left.
Overriding /gui/items.png with /net/minecraft/src/buildcraft/builders/gui/template.png @ 108. 119 left.
Overriding /terrain.png with /net/minecraft/src/buildcraft/builders/gui/marker.png @ 100. 76 left.
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
21/07/2011 6:27:25 AM IDResolver ReloadIDs
INFO: IDResolver - Loaded 12 IDs sucessfully.
java.io.IOException: while parsing Theme XML: file:/C:/Users/johalh/Desktop/Mycraft/mods/GuiAPI0.10.4-1.7/twlGuiTheme.xml
at de.matthiasmann.twl.theme.ThemeManager.parseThemeFile(ThemeManager.java:268)
at de.matthiasmann.twl.theme.ThemeManager.createThemeManager(ThemeManager.java:186)
at de.matthiasmann.twl.theme.ThemeManager.createThemeManager(ThemeManager.java:151)
at GuiWidgetScreen.getInstance(GuiWidgetScreen.java:54)
at GuiModScreen.setActive(GuiModScreen.java:139)
at GuiModScreen.show(GuiModScreen.java:120)
at co.a(co.java:79)
at da.a(SourceFile:72)
at da.f(SourceFile:120)
at da.e(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1299)
at net.minecraft.client.Minecraft.run(SourceFile:754)
at java.lang.Thread.run(Unknown Source)
Caused by: java.io.FileNotFoundException: C:\Users\johalh\Desktop\Mycraft\mods\GuiAPI0.10.4-1.7\font\default.png (The system cannot find the path specified)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at sun.net.www.protocol.file.FileURLConnection.connect(Unknown Source)
at sun.net.www.protocol.file.FileURLConnection.getInputStream(Unknown Source)
at java.net.URL.openStream(Unknown Source)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLCacheContext.createTexture(LWJGLCacheContext.java:76)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLCacheContext.loadTexture(LWJGLCacheContext.java:66)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLRenderer.load(LWJGLRenderer.java:405)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLRenderer.load(LWJGLRenderer.java:394)
at de.matthiasmann.twl.renderer.lwjgl.BitmapFont.<init>(BitmapFont.java:131)
at de.matthiasmann.twl.renderer.lwjgl.BitmapFont.loadFont(BitmapFont.java:254)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLCacheContext.loadBitmapFont(LWJGLCacheContext.java:122)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLRenderer.loadFont(LWJGLRenderer.java:278)
at de.matthiasmann.twl.theme.ThemeManager.parseFont(ThemeManager.java:382)
at de.matthiasmann.twl.theme.ThemeManager.parseThemeFile(ThemeManager.java:302)
at de.matthiasmann.twl.theme.ThemeManager.parseThemeFile(ThemeManager.java:263)
... 12 more
java.lang.RuntimeException: error loading theme
at GuiWidgetScreen.getInstance(GuiWidgetScreen.java:70)
at GuiModScreen.setActive(GuiModScreen.java:139)
at GuiModScreen.show(GuiModScreen.java:120)
at co.a(co.java:79)
at da.a(SourceFile:72)
at da.f(SourceFile:120)
at da.e(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1299)
at net.minecraft.client.Minecraft.run(SourceFile:754)
at java.lang.Thread.run(Unknown Source)
Caused by: java.io.IOException: while parsing Theme XML: file:/C:/Users/johalh/Desktop/Mycraft/mods/GuiAPI0.10.4-1.7/twlGuiTheme.xml
at de.matthiasmann.twl.theme.ThemeManager.parseThemeFile(ThemeManager.java:268)
at de.matthiasmann.twl.theme.ThemeManager.createThemeManager(ThemeManager.java:186)
at de.matthiasmann.twl.theme.ThemeManager.createThemeManager(ThemeManager.java:151)
at GuiWidgetScreen.getInstance(GuiWidgetScreen.java:54)
... 9 more
Caused by: java.io.FileNotFoundException: C:\Users\johalh\Desktop\Mycraft\mods\GuiAPI0.10.4-1.7\font\default.png (The system cannot find the path specified)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at sun.net.www.protocol.file.FileURLConnection.connect(Unknown Source)
at sun.net.www.protocol.file.FileURLConnection.getInputStream(Unknown Source)
at java.net.URL.openStream(Unknown Source)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLCacheContext.createTexture(LWJGLCacheContext.java:76)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLCacheContext.loadTexture(LWJGLCacheContext.java:66)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLRenderer.load(LWJGLRenderer.java:405)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLRenderer.load(LWJGLRenderer.java:394)
at de.matthiasmann.twl.renderer.lwjgl.BitmapFont.<init>(BitmapFont.java:131)
at de.matthiasmann.twl.renderer.lwjgl.BitmapFont.loadFont(BitmapFont.java:254)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLCacheContext.loadBitmapFont(LWJGLCacheContext.java:122)
at de.matthiasmann.twl.renderer.lwjgl.LWJGLRenderer.loadFont(LWJGLRenderer.java:278)
at de.matthiasmann.twl.theme.ThemeManager.parseFont(ThemeManager.java:382)
at de.matthiasmann.twl.theme.ThemeManager.parseThemeFile(ThemeManager.java:302)
at de.matthiasmann.twl.theme.ThemeManager.parseThemeFile(ThemeManager.java:263)
... 12 more
Stopping!
I also use MyCraft and Idresolver and had the 'Caused by: java.io.FileNotFoundException: C:\Users\<user name>\Desktop\Mycraft\mods\GuiAPI0.10.4-1.7\font\default.png' happen so I played around and found a work around that seems to be working ok. Go into minecraft.jar and find the font folder and extract it into the GuiAPI folder to get past that one. If it is the same type thing happening on my set up you'll also need to extract 'Gui\Gui.png' from minecraft.jar as well and put that folder/file into the GuiAPi folder.
Multiworld servers? to my knowledge, that would be incredibly difficult, as (far as I know) the server does not give any indication when you change world. And what do you mean by "waypoint other players"?
Maybe. I'll poke sk about it. Someone else is rewriting cui, and he'll probably be managing it for until he gets bored of it. he's going to be extending the wecui protocol, so I'll talk to him and sk about adding polygon support.
May I asked when you pushed changes to spout. Maybe open sort of an API to offer the ability for your mini map to work with spout?
May I asked when you pushed changes to spout. Maybe open sort of an API to offer the ability for your mini map to work with spout?
I haven't altered spout. and I don't think you understand; I don't *want* to encourage use of spout. if spout wants to stop being stupid and become compatible with other mods like they should be, then zanminimap (and everything else) will work with them. in the mean time, either fix it yourself or forget it.
Rollback Post to RevisionRollBack
Link Removed
Stupidity on the rise with a 40% chance of shitstorms.
I could not live without this mod! Therefore, could you make it work with sprout? It would be awesome if you could. It would save my life! Haha Cheers!
I also love the functions and improvements that the Spout client brings.
Unfortunately these two are not compatible which makes me have to chose between them!
I really hope and wish that you will make a spout compatible version whenever that becomes possible.
//Forecaster
Railcraft Boiler Calculator
This ^
@lahwran
I really need a version of the worldeditcui with out modloder so I can use it with spout
http://mbcraft.com
please reply :wink.gif:
If this helped, click the 'UP'-button in the bottom left corner of this post and you will get a personal Thank-You Message!
I made sure there were no mods installed (just in case), I deleted the META-INF folder, and then put all the files in this mod into the .jar file. When I started Minecraft I was able to log in but the loading screen "froze" (the bar stpped moving) whenever it was about to finish, so I could not play... will someone please help? This has happened before but all I had to do was delete the META-INF folder and that did not work this time...
You're welcome! glad you like it.
I'll add that this next update I'm working on.
Yeah, I'll figure something out. Not sure how I'll balance it, but I'm sure it can be done.
I'm going to make it so that it automatically generates colors by searching the block list.
see above about players and mobs.
Spawnpoint? I think you're just going to have to add the spawn as a waypoint yourself. as for death, see above.
It might be, I haven't touched guiapi in a while. What's the error?
yes, yes, and yes.
How did you get from "spawn point on a pvp server" to "spawn killing"? and how is a death point automatically useless because your stuff might not be there?
nah, I just never got around to it. I'm in the middle of refactoring how the square map works, I'll just write my own.
I'm sorry, but I see no reason to encourage spout. it has too many problems.
Yes. it uses TWL - the Themeable Widget Library. the theme file is twlGuiTheme.xml if I remember correctly.
I'm currently going through and adding everything I can remember people requesting to the minimap (...that I don't have some objection to). I went a while without touching it, this is to make up for that.
Stupidity on the rise with a 40% chance of shitstorms.
Does anyone at all have the welcome message on? I'm considering removing it. It annoys me to no end to have to hit a key before I can play, but does anyone else like it?
Stupidity on the rise with a 40% chance of shitstorms.
i think its a good idea for noobs. i didnt know there was going to be a menu when i installed it at first, so it taught me something useful. if people cant read it and then go to the menu to shut it off thats their fault not yours.
also, just saw your post above about doing some work on minimap...any idea if you are going to be able to fix the way it saves waypoints for multiworld servers? or waypoint other players?
Multiworld servers? to my knowledge, that would be incredibly difficult, as (far as I know) the server does not give any indication when you change world. And what do you mean by "waypoint other players"?
Maybe. I'll poke sk about it. Someone else is rewriting cui, and he'll probably be managing it for until he gets bored of it. he's going to be extending the wecui protocol, so I'll talk to him and sk about adding polygon support.
Stupidity on the rise with a 40% chance of shitstorms.
Well hell, if your going to poke sk about it, i have another request for you then.. I didn't think you were a direct link to the higher ups of server modding but here goes my requestion (I couldn't think of which word to use, so I used both)
Minecraft Forge allows users to make mods that don't use terrain sprites. The problem is that worldedit(with spc) doesn't handle tile entities... at all. Another thing that i would like you to look into is coverplates from redpower wiring. The author has figured out a way to allow users to place multiple "coverplates" in a one block space. With the up and comming 1.7 version of her mod she has introduced even more of these subblocks, is there anyway to patch it *cough* worldedit *cough* to allow for these blocks?
I've just realized i was talking to a sectional moderator, could you shoot a link to Marglarph about this TMI patch - it allows for blocks over minecrafts native 16 block limit to show up (such as 117:47 - a black wool coverplate from redpower) - just drop the tmiconfig.class and shoot him the tmiutilts.
Now with me done asking you do to my dirty work, I wanted to ask you specifically about one of your mods: The minimap.
I was wondering if you could allow it to render foreign blocks differently, using the top texture of an object to show it on the minimap, some objects like foriegn liquids, and glass i imagine this would be harder to deal with, but i think its possible - what do you think?
Oh and the guy above said "waypoint other players", - He means having moving dots, or some sort of indication of other players on the minimap, although i think this(if implemented) should be off by default, because it could be used for cheating in pvp
As for the multiworld servers, there has to be someway for them to actually get there, weather that's warping(indication), going threw a portal (indication) or going threw a plugin portal-such as stargate(indication) the stargate mod reports in the server log where the player went, grab that, normal portals, which can be used for multiworld support send a signal just like nether portals, and warping registers the command - i don't know what your talking about its hard to know when you've changed worlds - but a really simple work around (because when you relog it automatically update the maps) would be just to have a reload mod button
The SMP server that I play on will shortly be adding spout mod support and quite a few of the plugins that we'll use will require it.
Would it be possible to make Zan's Mimnimap be compatible with spout?
Thanks.
oh a while ago i asked about saving the .points files in a way that the waypoints would be saved for each map coming from a server ip...so for example, on my localhost server it would save localhost_world1.points separately from localhost_world2.points instead of just localhost.points (which shows all my waypoints all the time no matter what map im on). you seemed to think that you could grab the world seed or something to differentiate them.
as for waypointing another player it was just a feature request/question that im not sure is possible. the idea would be to waypoint the user so you could see where they were.
Not likely. spout will either have to not modify uq.class, or be compatible with modloader. with how incompatible spout is going out of it's way to be, it probably is incompatible on both fronts.
the server does not tell the client what the world names are, it only tells the client whether they're nether or not. I'm going to have to make a bukkit plugin to tell the client a world idenfitification, most likely.
Stupidity on the rise with a 40% chance of shitstorms.
well that shows what i know lol. i am just trying to pick up java right now so im am a clueless noob at this point. i have seen reference to levelName in WorldInfo.java and thought it was there for anyone to use at any time. if you can make it work that would be absolutely awesome. what about asking bukkit or a plugin like multiverse for the info so you dont have to make a plugin to do it? or can the client not talk to bukkit directly at all? i personally find bukkit api to be a pretty confusing thing at this point so i am prolly grasping at straws with that idea lol...
anyway it would be legendary if you could get that working in any form (a bukkit plugin or whatever it takes). best of luck to you
I also use MyCraft and Idresolver and had the 'Caused by: java.io.FileNotFoundException: C:\Users\<user name>\Desktop\Mycraft\mods\GuiAPI0.10.4-1.7\font\default.png' happen so I played around and found a work around that seems to be working ok. Go into minecraft.jar and find the font folder and extract it into the GuiAPI folder to get past that one. If it is the same type thing happening on my set up you'll also need to extract 'Gui\Gui.png' from minecraft.jar as well and put that folder/file into the GuiAPi folder.
Hope it works out.
May I asked when you pushed changes to spout. Maybe open sort of an API to offer the ability for your mini map to work with spout?
Check out my Let's Play Series:
I haven't altered spout. and I don't think you understand; I don't *want* to encourage use of spout. if spout wants to stop being stupid and become compatible with other mods like they should be, then zanminimap (and everything else) will work with them. in the mean time, either fix it yourself or forget it.
Stupidity on the rise with a 40% chance of shitstorms.