building in a bridge is difficult on my end, as id need to be extremely specific on what the item made is, as for other mods it's a matter on adding a paragraph or even just a line of coding.
building in a bridge is difficult on my end, as id need to be extremely specific on what the item made is, as for other mods it's a matter on adding a paragraph or even just a line of coding.
The API had a bunch of scripts for that anyway.
Oh, yea doing a dedicated bridge for everything would be hard, but you could potentially have had some sort of simple registration like, [x,y,x,x,null,etc.]=z*2(requires ornate) While messier, it would put the onus on a modpack maker to do the bridging.
Anyway, is there any sort of guide for using your API? As it stands I have ~0 knowledge on Minecraft modding, but building this bridge might prove a good introductory project.
There's javadoc included with the scripts, most recipes are straight-forward, things like smelting, tanning and such are just just furnace recipes, anvil and tailor are like crafting table with added variables
just went back through the pages to look for some update notes, for the 1.6.4, gave up after a few pages, but read some stuff, which is why I'm writing this message 1: I read about the whole thing with books in-game, if that were to be done I'd say do it similar to how you did with herbs, then have a book for the different tiers. and then perhaps seperate advanced books. but you can simply disregard this point, just felt like saying, although it has been said enough. 2: videos, I'm getting a good pc within some months(latest in october I hope), then I could imagine streaming playing, and also make videos for this mod, and other mods I play with. having read your point about "famous" ppl doing it with popular mods, I agree and would refrain from that, except for mods I use. 3: are there any major changes from MC version 1.5 to lastest? which was the reason I was looking in the first place. I'll end with saying that I enjoy this mod enough that I would be willing to pay some money to recruit some pros to update it, though not to upkeep it afterwards, maybe you could consider a fundraiser to see if enough ppl want this mod that they would chip in to get a good update. also I imagine that when/if it's updated/redone it would require a lot less to keep it up. also I promote the recruiting as much as I can, I wrote on the team infinity thread.
1: Well if a pdf still can't explain the mechanics... well you read what I said..
2: Well Popular video maker <= moderately lazy. Hence the lazy mods are the popular ones
3: A lot of things were rewritten for 1.6, mainly mechanics creatures(hounds especially), and a bit of content was scrapped.
well I was thinking more in the way of blocks and structures, for example I see change to the blast furnace, between the version I'm now playing and the wiki, and all that tailoring, etc.
I've found the documentation inside the jar to be far more reliable than the wiki
well I was thinking more in the way of blocks and structures, for example I see change to the blast furnace, between the version I'm now playing and the wiki, and all that tailoring, etc.
I've got a handle on editing recipes, I'm just stuck at accessing your API. I've got a deobfuscated version of the jar, and can run the dev environment with the mod, I just haven't been able to figure out how to load the packages into Eclipse properly to be able to reference them from my mod.
Great, thanks. I think I've got the code I need down, but I cant test it because of a "Unresolved compilation problem:"this appears to be because a few of your API classes import classes that weren't included in that .zip.
you don't need all the classes anyway, just the ones relevant and linked
Ah... right... (simple mistake) change
return MineFantasyBase.isDebug() || temp >= min;
in the HeatableItem to
return temp >= min;
There's a couple of other instances too, but I should be able to fix those myself. I also found a guide on how to get around this. Didn't work.
EDIT: Working now, I had to patch out the return line for hardcore bloom recipes.
EDIT 2: OK, anvil recipes are a go, I can now craft one comically oversized golden apple out of 3 diamonds.http://i.imgur.com/OZuqxEy.png
Also, do you have any sort of reference for hammer and anvil numbers? I set both to 1 and somehow that translates to Ornate on Iron or better. I was expecting 1(or 0) to be the lowest level.
Yeh one of the problems with putting the mechanics in the API files- Should really move the "isDebug()" to the api base
Anvil numbers are 0=stone, 1=bronze, 2=iron, 3=steel, etc The anvil size is dependant on the shape size,(kinda like how you have the 2x2 and 3x3 grids for crafting, their the same just bigger)
Hammers is 1 for ornate 0 for any
Hammer tiers only count ornate or not being 0 or 1
Yeh one of the problems with putting the mechanics in the API files- Should really move the "isDebug()" to the api base
Anvil numbers are 0=stone, 1=bronze, 2=iron, 3=steel, etc The anvil size is dependant on the shape size,(kinda like how you have the 2x2 and 3x3 grids for crafting, their the same just bigger)
Hammers is 1 for ornate 0 for any
Hammer tiers only count ornate or not being 0 or 1
1 is bronze? then why does this recipe not work on bronze anvils?
Well balkon could add support into the mod, Or you can use an outside method on getting fields from outside classes: See my components class in the API: that gets MF items from a string, you could do something similar with balkons mod, you ofcourse need to know the field names and class name
Well balkon could add support into the mod, Or you can use an outside method on getting fields from outside classes: See my components class in the API: that gets MF items from a string, you could do something similar with balkons mod, you ofcourse need to know the field names and class name
If I'm understanding this correctly, your component class takes an item by name along with its metadata, gets the class from that and checks it against your class path then returns the appropriate itemStack type.
So, if I were to rewrite this to check against weaponmod.item it would detect all the items defined inside?
File structure is root/weaponmod/item/<weapon class files>
Use whatever class the fields are held in, not the item classed. (For example: I use ItemListMF, not something like ItemMedievalPick.
Ask balk for the names
Make sure that you check if balkons mod is in first anyway (with the class != null)
Should look like this:
public static ItemStack getItem(String itemString, int meta)
{
ItemStack item = null;
try
{
String itemClass = "weaponmod.item.(Whatever the class is called)";
Object obj = Class.forName(itemClass).getField(itemString).get(null);
if (obj instanceof Item)
{
item = new ItemStack((Item) obj,1,meta);
}
else if (obj instanceof Block)
{
item = new ItemStack((Block) obj,1,meta);
}
else if (obj instanceof ItemStack)
{
item = (ItemStack) obj;
}
}
catch (Exception ex)
{
FMLLog.warning("[MineFantasy] Could not retrieve item or block identified by: " + itemString);
}
return item;
}
I've located it. It wasn't in the .items at all, it was in the parent folder.
Anyway, the code snippet works perfectly, I should have my bridge done sometime tonight.
Could you tell me though, for the sake of consistency, what sort of rules do you apply as to which anvil/hammer must be used for any given item? Is there a direct correlation between item materials and anvil material?
The API had a bunch of scripts for that anyway.
Oh, yea doing a dedicated bridge for everything would be hard, but you could potentially have had some sort of simple registration like, [x,y,x,x,null,etc.]=z*2(requires ornate) While messier, it would put the onus on a modpack maker to do the bridging.
Anyway, is there any sort of guide for using your API? As it stands I have ~0 knowledge on Minecraft modding, but building this bridge might prove a good introductory project.
There's javadoc included with the scripts, most recipes are straight-forward, things like smelting, tanning and such are just just furnace recipes, anvil and tailor are like crafting table with added variables
don't click this link...
Depends on the coder I guess, it's a whole lot of little things so it can vary in time
1: Well if a pdf still can't explain the mechanics... well you read what I said..
2: Well Popular video maker <= moderately lazy. Hence the lazy mods are the popular ones
3: A lot of things were rewritten for 1.6, mainly mechanics creatures(hounds especially), and a bit of content was scrapped.
I've found the documentation inside the jar to be far more reliable than the wiki
blast was changed awhile back to stone bricks
Do you know what I need to do to make this work?
use this
Great, thanks. I think I've got the code I need down, but I cant test it because of a "Unresolved compilation problem:"this appears to be because a few of your API classes import classes that weren't included in that .zip.
minefantasy.item
minefantasy.system
minefantasy.MineFantasyBase
"Caused by: java.lang.Error: Unresolved compilation problem:
at minefantasy.api.forge.HeatableItem.addItem(HeatableItem.java:53)"
What can I do to fix this?
EDIT: Looks like I may have been doing it wrong.
you don't need all the classes anyway, just the ones relevant and linked
Ah... right... (simple mistake) change
in the HeatableItem to
There's a couple of other instances too, but I should be able to fix those myself. I also found a guide on how to get around this. Didn't work.
EDIT: Working now, I had to patch out the return line for hardcore bloom recipes.
EDIT 2: OK, anvil recipes are a go, I can now craft one comically oversized golden apple out of 3 diamonds.http://i.imgur.com/OZuqxEy.png
Also, do you have any sort of reference for hammer and anvil numbers? I set both to 1 and somehow that translates to Ornate on Iron or better. I was expecting 1(or 0) to be the lowest level.
Anvil numbers are 0=stone, 1=bronze, 2=iron, 3=steel, etc The anvil size is dependant on the shape size,(kinda like how you have the 2x2 and 3x3 grids for crafting, their the same just bigger)
Hammers is 1 for ornate 0 for any
Hammer tiers only count ornate or not being 0 or 1
1 is bronze? then why does this recipe not work on bronze anvils?
-1, cool. Now all I need to do is work out how to refer to the items in Balkon's Weapon Mod to redo their recipes.
If I'm understanding this correctly, your component class takes an item by name along with its metadata, gets the class from that and checks it against your class path then returns the appropriate itemStack type.
So, if I were to rewrite this to check against weaponmod.item it would detect all the items defined inside?
File structure is root/weaponmod/item/<weapon class files>
Use whatever class the fields are held in, not the item classed. (For example: I use ItemListMF, not something like ItemMedievalPick.
Ask balk for the names
Make sure that you check if balkons mod is in first anyway (with the class != null)
Should look like this:
Anyway, the code snippet works perfectly, I should have my bridge done sometime tonight.
Could you tell me though, for the sake of consistency, what sort of rules do you apply as to which anvil/hammer must be used for any given item? Is there a direct correlation between item materials and anvil material?