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    posted a message on Chisels & Bits + Flat Colored Blocks

    Any possibility for redstone block bits outputting a redstone signal? My friend is building a railway using a lot of chisel&bits blocks and would like a way to power his powered rail without having to hide levers or use redstone blocks which don't match with everything else.

    Posted in: Minecraft Mods
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    posted a message on Help identify an addon?
    Quote from Aurora184

    I installed a large amount of mods for a server. The recipe for the electric wrench has changed, and I would like to revert it to the standard IC2 recipe. I don't know which mod caused the change so I can't revert it in the config without knowing which one it is...


    If I had to guess I would say Gregtech. It changes a lot of IC2 recipes (And other mods).

    http://forum.industr...d&threadID=7156
    Posted in: Mods Discussion
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    posted a message on Dimensional Doors v2.2.4
    Quote from stevenrs11

    As for what I am working on now- DUNGEONS. Infinity generating, massive, mulitidimensional dungeons that span thousands of chunks, crisscrossing in between the overworld, nether, and even the end.


    That sounds awesome! I always find adventurous stuff really cool.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Registered to vote Yes on your poll.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from Keybounce

    The problem is, if you have a trivial way to return to the overworld -- enter a pocket, die, go to limbo, die, back to overworld -- then the whole "entrapment" nature of Mystcraft is ruined.

    It's one thing to say "Go 8 layers in, then go up, find yourself somewhere at random, _maybe_ the overworld (should be a low chance)". It's something else to say "Here's a guaranteed way out if you're not hardcore".

    OH: Limbo: Have some way for a hardcore player to go there, and get out.


    Exactly.

    Quote from stevenrs11

    Im actually debating what exactly I should do with limbo. I have two general approaches-

    Going is simply dying, as the only way to escape is to die.
    -could return the player to the overworld, OR to whatever age the original pocket dim started in

    Going isnt as bad, there is a method to escape
    -right now, I have it so that if the player travels far enough down through limbo, they can find blocks that teleport them back to spawn.

    And the random door I added- I think it will only teleport the player to random links in the dim they are currently occupying, to stay balanced with mystcraft.


    I like adventure so I like the idea of having to find your way out of Limbo. I would find it more interesting then a place whose only purpose is to find good places to kill yourself. And in the vein of Mystcraft worlds I would like the escape method to bring you someplace random. (With maybe a higher change or being the world you created the first door in the chain in.)
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    I noticed when using it with Mystcraft it works fine but when you die in the pocket dimension you spawn in the overworld.

    Your plans form Limbo might already be part of the solution but I just wanted to bring this up because getting trapped in Mystcraft ages is part of the challenge of that mod.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from Karnliberated1

    How would I supply a "constant stream of water" to the boiler (or whatever that thing was that supplies steam) to it without using buildcraft?


    Have you tried liquid loaders and unloaders? (Using water tanks to collect water and then a Tank Cart to deliver it to the Boiler)
    Posted in: Minecraft Mods
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    posted a message on The current state of modding
    I generally agree with you Ecu. In single player I don't think it really matters because you can follow your own rules and start a new game when you feel like you are no longer doing anything.

    My main problem is with how automation (and free stuff like Mass Fabricators) make lasting multiplayer servers basically impossible. When players can essentially get infinite resources from a finite amount of work it makes it so new players don't have as much to do.
    Posted in: Mods Discussion
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    posted a message on A couple random questions regarding not modifying base classes...
    You aren't returning an instance of ArmorProperties which is why the error is getting thrown. Also changing damage inside the function will have no effect on how much damage is actually dealt because integers are copied when they are passed into functions.

    I think this is what you want instead.
    public ArmorProperties getProperties(EntityLiving player, ItemStack armor, DamageSource source, double damage, int slot)
    {
    	 return new ArmorProperties(0, 0.5, Integer.MAX_VALUE);
    }
    Posted in: Modification Development
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    posted a message on A couple random questions regarding not modifying base classes...
    With Forge I think you can do the special armor. If your armor implements the ISpecialArmor interface you can use it to half the damage that you take. You would also need to extend a custom version of ArmorProperties.
    Posted in: Modification Development
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    posted a message on GUI opening problem and another error
    Then this is your problem...
    ModLoader.openGUI(entityplayer, new BoxGui());


    Your BoxGui constructor has parameters and you are not passing those it.
    Given the error you probably want to change it to...

    ModLoader.openGUI(entityplayer, new BoxGui(world, entityplayer, ModLoader.getMinecraftInstance()));
    Posted in: Modification Development
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    posted a message on GUI opening problem and another error
    sethardness


    Needs to be:

    setHardness


    Capitalization matters.
    Posted in: Modification Development
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    posted a message on New eclipse package for mod?
    No problem.

    Example:
    public class YourItem extends Item {
      public void addCreativeItems(ArrayList itemList)
      {	
        itemList.add( new ItemStack(this, 1));
      }
    }
    Posted in: Modification Development
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    posted a message on New eclipse package for mod?
    ContainerCreative is a protected class so I'm not certain. I use Forge which has a hook for adding items to the Creative Inventory.

    Can't promise it will work but you could try using this instead of the problem line.
    List list = (List) ModLoader.getPrivateValue( (Class) container.getClass(), container, "itemList");
    Posted in: Modification Development
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    posted a message on New eclipse package for mod?
    You can put them inside the constructor of the Item/Block. Since that class inherits Item/Block it has access to the protected methods.

    public class YourBlock extends Block {
      public YourBlock(int blockId) {
        super(blockId, Material.iron );
    
        setHardness(3F);
        setResistance(5F);
        setStepSound( Block.soundMetalFootstep );
        setBlockName("yourBlock");
      }
    }
    Posted in: Modification Development
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