• 0

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Just to confirm: Mod does not work in Forge for 1.7.10 due to (at least) a reference to Vec3Pool, which doesn't exist in MC 1.7.10 (see this post: http://www.minecraftforge.net/forum/index.php/topic,20076.0.html).

    Crashes when you attempt to mount a ship.
    Posted in: Minecraft Mods
  • 0

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Quote from CoolGuyIII

    1: Many modpacks are 1.6.4 and most of those modpacks will stay that way.///snip///


    That is the worst logic for your argument. "we need to support people who don't update because the reason they haven't updated is there are some mods that are not yet updated [to 1.7.x]".

    Perhaps if mod authors weren't pressured into keeping 1.6.4 updated and instead were left to concentrate on 1.7.x migration, we would have modpacks with 1.7.2 support.

    I'm currently putting together a modpack, server, map and story for a 1.7.x server with some 'Moonquest' inspired themes. Calclavia mods aren't 1.7.x compatible yet because bug fixes for 1.6.4 are being worked on before the migration to 1.7.x. Other mod authors are waiting for a version of Forge to support 1.7.10 because of rendering glitches in 1.7.2 (highest current Forge version). I'm also writing a small mod, so I understand the time and complexities involved.

    Stop holding on to 1.6.4 and start pushing for 1.7.x support.
    Posted in: Minecraft Mods
  • 0

    posted a message on Geocraft [2.2.1]
    The term anti-paver confused me at first. All it is, is a standard paver (with connected texture) that doesn't connect its texture to neighbouring pavers, although it does connect to other anti-paver (of the same material).

    I'm still getting to grips with modding, but connected textures is something I definitely want to master, because the visual effect is excellent.

    Here's a quick example from Artifice (from a Moonquest modpack):
    Posted in: Minecraft Mods
  • 0

    posted a message on Geocraft [2.2.1]
    Is there any possibility that you could have a Marble and a Basalt paver using connected textures? An anti-paver for each, also?

    I'm putting together a slightly themed server and modpack and using Geocraft instead of Artifice. Artifice has a connected texture paver for its implementation and it really adds a nice aesthetic.

    Many thanks for your hard work.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10]Minecraft Forge Modding Tutorials || Begginer-Advenced || NEW TUTORIAL! CUSTOM MOB DROPS!
    Something that I needed to do very early on with the first mod I'm writing was create block sub types (like colored wool is a sub type of a single block).

    The solution was not easy to find. Creating the blocks was relatively straightforward but localizing the names took some doing. Information on how to do it all was just not available in any tutorials (none that were 1.7.2 compatible at least).

    Figured it out though: http://www.minecraftforum.net/topic/2637385-172forge-adding-localized-names-for-blocks-with-metadata/#entry31386001
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.7.2] Localization for pretty much everything
    I struggled with localization for blocks with metadata (e.g. blocks like Minecraft's wool blocks, with one block ID but many sub types for the different color variations).

    Solution from me here: http://www.minecraftforum.net/topic/2637385-172forge-adding-localized-names-for-blocks-with-metadata/
    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    First of all, I really like this mod and I think it's an excellent piece of work with excellent code quality, features and performance.

    I do have something I'm going to whinge about though, I'm sorry. Whilst I really love and appreciate that BoP mod contributors are pumping out fixes very rapidly, it makes my life difficult.

    I am working on launching a public server with some features already present in the map. Nothing spectacular, but I've been working on it sporadically for not quite a full month.

    I started with BoP 2.0.0.766 and landed on a nice seed with some excellent terrain at 5 distinct points: Close to spawn, plus 10km away along each of North, South, East and West axes. Perfect. I go in and add some teleport points to/from those coordinates and assemble some screenshots, ready for advertising the server.

    Since then, there have been many updates to BoP. Some have added features. Some have fixed bugs. Some (I haven't updated to each individual version in turn) have caused huge changes to the generated terrain. Huge changes to terrain compared to the original, despite using the same seed.

    I understand that this is impossible to avoid. Biome additions and tweaks to terrain generation are part and parcel of BoP development, but does it really need to be so haphazard?

    Is there not any possible way that BoP could go into 'feature freeze' and that we could have e.g. a month of updates where terrain generation remains essentially static, but bugs get fixed?

    I'm pretty stuck now in having to find a version of BoP that has essentially the same terrain generation as 2.0.0.766 but with as many bug fixes as possible.
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers Construct
    Quote from McPlayerThaun1

    Ok, i found a Texture bug in MC 1.7.2 in your mod! Its the clear glass! Proof/pic:


    That's apparently a Vanilla 1.7.2 render bug. You'll have to live with it for now. Eventually, Forge will press on with an update to maybe 1.7.9, which might not need any real changes (or at least only small ones) and this bug will go away. With today's news that a full 1.8 release won't happen for a couple of months yet, I would imagine work on updating Forge (and thence mcpc+, which is also popular) is now more urgent.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge][Detailed] How to add Blocks and Items!
    You can also just hit Ctrl + Shift + O to 'Organize Imports', which generally just adds the imports you need.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.7.10]Minecraft Forge Modding Tutorials || Begginer-Advenced || NEW TUTORIAL! CUSTOM MOB DROPS!
    You should let gradle add your mod version and Minecraft target version to mcmod.info

      "version": "$version",
      "mcversion": "$mcversion",


    Put that in mcmod.info instead of hand editing in the version, that way you only maintain the version number in one place.

    Note that this means during testing (i.e. when run from within Eclipse), mcmod.info may not be created properly. Guaranteed that when you do a final 'gradlew build', the resulting jar file will have a correct mcmod.info and your mod will be ready for release.
    Posted in: Mapping and Modding Tutorials
  • 4

    posted a message on [1.7.2][Forge] Adding Localized names for blocks with metadata
    I'm struggling with this. It's horrendously warm weather here and I've just spent 20 minutes poking through net.minecraft.* to trace how e.g. BlockStainedGlass ends up with an unlocalized name for each color variant with which to reference in the en_US.lang file.

    Of course, vanilla registers blocks differently to how Forge registers blocks for my mod, because vanilla 1.7.2 is still using static ID's and uses lots of calls to 'blockRegistry.addObject()'. There's also an added layer of abstraction because stained glass, glass panes and hardened clay all inherit name variants from the standard list of available dyes.

    TL;DR: I still haven't figured out the 'neat' way to pass a list of unlocalized names relating to block sub types.

    UPDATE:

    After looking at some incorrect ways to do it (Minesweeper mod), I downloaded the source for Biomes O Plenty, as this was guaranteed to use block sub types and be correctly localized.

    I now have the proper way to do it.

    The theory is that you can have a list of internal names for your sub types (which I think is still limited to a maximum of 16, but I haven't tested this theory) from which you can derive texture names and unlocalized names as a reference into the '.lang' file(s).

    You have to create your own ItemBlock class, which Forge normally (silently) takes care of for you in the case of standard blocks.

    My mod is called Teleportals, thus I have a class called 'ItemBlockTeleportal()' in a file of the same name...

    ItemBlockTeleportal.java
    package com.honestflames.teleportals;
    import net.minecraft.block.Block;
    import net.minecraft.item.ItemBlock;
    import net.minecraft.item.ItemStack;
    public class ItemBlockTeleportal extends ItemBlock{
    final static String[] SUBNAMES = new String[] {"grey","red","green","blue","cyan","yellow","purple"};
    public ItemBlockTeleportal(Block block) {
      super(block);
      setHasSubtypes(true);
    }
    
    // @Override
    // public String getItemStackDisplayName(ItemStack is) {
    //  return SUBNAMES[is.getItemDamage()] + " Teleportal Block";
    // }
    @Override
    public String getUnlocalizedName(ItemStack itemStack) {
      int i = itemStack.getItemDamage();
      if (i < 0 || i >= SUBNAMES.length) {
       i = 0;
      }
     
      return super.getUnlocalizedName() + "." + SUBNAMES[i];
    }
    
    @Override
    public int getMetadata(int meta) {
      return meta;
    }
    
    }


    BlockTeleportal.java
    package com.honestflames.teleportals;
    import java.util.List;
    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    import net.minecraft.client.renderer.texture.IIconRegister;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemStack;
    import net.minecraft.util.IIcon;
    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;
    import com.honestflames.teleportals.ItemBlockTeleportal;
    public class BlockTeleportal extends Block {
    @SideOnly(Side.CLIENT)
    private IIcon[] texture;
    
    final static String[] SUBNAMES = new String[] {"grey","red","green","blue","cyan","yellow","purple"};
    
    public BlockTeleportal() {
      super(Material.rock);
    }
    
    @Override
    @SideOnly(Side.CLIENT)
    public void registerBlockIcons(IIconRegister par1IconRegister) {
      texture = new IIcon[SUBNAMES.length];
      for(int i = 0; i < SUBNAMES.length; i++) {
       texture[i] = par1IconRegister.registerIcon("HFTeleportals:teleportal" + SUBNAMES[i] );
      }
    }
    
    @Override
    @SideOnly(Side.CLIENT)
    public void getSubBlocks(Item block, CreativeTabs creativeTabs, List list){
      for(int i = 0; i < SUBNAMES.length; ++i) {
       list.add(new ItemStack(block, 1, i));
      }
    }
    
    @Override
    @SideOnly(Side.CLIENT)
    public IIcon getIcon(int side, int meta) {
      return texture[meta];
    }
    @Override
    public int damageDropped(int meta) {
      return meta;
    }
    }


    The last piece of the puzzle is using a different 'GameRegistry.registerBlock' call than you would use for a single (no subtype'd block).

    This is within my main mod java file...
    @EventHandler
    public void preInit(FMLPreInitializationEvent event){
      //blockSlabTeleportalGrey
      blockTeleportal = new BlockTeleportal().setBlockName("teleportals").setCreativeTab(HFTeleportalTab);
      GameRegistry.registerBlock(blockTeleportal, ItemBlockTeleportal.class, blockTeleportal.getUnlocalizedName().replace("tile.",""));
    }


    My en_GB.lang file...
    itemGroup.Teleportals=Teleportals mod
    tile.teleportals.grey.name=Grey Teleportal Frame
    tile.teleportals.red.name=Red Teleportal Frame
    tile.teleportals.green.name=Green Teleportal Frame
    tile.teleportals.blue.name=Blue Teleportal Frame
    tile.teleportals.cyan.name=Cyan Teleportal Frame
    tile.teleportals.purple.name=Purple Teleportal Frame
    tile.teleportals.yellow.name=Yellow Teleportal Frame


    So there it is, a completely functional, neat, localized way to define block subtypes!
    Posted in: Modification Development
  • 0

    posted a message on [1.7.2] [FORGE] Metadata blocks?
    My pet hate is people asking a question in a forum that I also am interested to learn the answer, then that person comes back and says "I fixed it" and then doesn't bloody well tell anyone how.
    Posted in: Modification Development
  • 0

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from TheiLLHunter

    ...
    I have tried MCPC+ but I do not like it.


    Have you tried it since yesterday? I'm putting together a 1.7.2 server and mcpc+ got updated yesterday. It's right up-to-date with Forge and Bukkit integration and works excellently with everything I've given it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Making a mcmod.info file
    "authors": [ "HonestFlames" ],

    Is now incorrect (Forge 1060 and possibly earlier). Even the example project is wrong when you set up your Eclipse environment.

    All that happens is nothing shows up in the 'Authors:' line in the mod information in Minecraft.

    "authorList": [ "HonestFlames" ],

    Is the correct way, now.
    Posted in: Modification Development
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