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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from Funwayguy

    Don't worry that is false. Rivers are clean and will always be clean. The only place you can get salt water is the ocean and beaches (unless you put sand in your bottle (v1.1.0))



    The update is for 1.6.4. I don't feel like tackling 1.7.4 any time soon (so don't ask for an update please)

    Note: Bug testers have been provided with download links to the most recent build of the update. Public downloads should be available in the next day or so if all goes well.

    Haha! Don't worry ;) I don't do that. It's 'illegal' anyways. I've been scouring the forums for useful mods I can use in my current array of mods and mods that are dead that I can remake without giving the other devs competition since my last post here. I got a bunch of new ideas and some unique ones, too. It worked out well, in the end. :)
    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from GenDeathrow



    The Current Version Isn't working correctly with Entitys.. this should hopfully be fixed in next version coming out soon..

    Darn. I hope it'll be for 1.6.4? 96% of the mods I use are still for 1.6.4. That's not to say I don't hope for a 1.7.2 version of that specific update.
    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    I've been trying to add the Minecraft Comes Alive mod's EntityVillagerAdult to the config as immune to all applicable effects, because they don't do anything about their thirst and die in 15 minutes after first contact.
    What I did:

    "custom objects" {
    S:"Armor List"=
    S:"Block List"=
    S:"Living List"= EntityVillagerAdult
    }
    "entityliving properties" {
    <EntityName(EntityVillagerAdult)>, <Dehydrate(F)>, <BodyTemp?(F)>, <AirQuality?(F)>
    }

    Posted in: Minecraft Mods
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    posted a message on Snapshot 14w04a Ready for Testing!
    Quote from Kyfwana

    Restone devices often have to be small enough to fit between existing structures or terrain features. I think owing to the fact that they are usually an afterthought or because aesthetics take a higher priority than making room for bulky redstone devices.

    I have a pretty good system for controlling redstone junctions. Only 3 bits are needed to define all possible junctions. Anyway, it's pretty simple. First, redstone automatically forms a junction with the previous block you placed, assuming they are right next to each other. In order to create new junctions, or destroy them, equip some kind of a wand. With the wand, left click on one block, right click on an adjacent block, and bam, you've just created/removed a junction between them. That's it., now you can have redstone wires that are directly adjacent without necessarily connecting, and can create vertical circuits as well.

    I'd recommend that you re-read that comment. It explains how your vision is incompatible with how minecraft works in a fairly short-and-sweet way.
    Posted in: Minecraft News
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    posted a message on Snapshot 14w04a Ready for Testing!
    Quote from Dan10105

    Yep, totally right, they didn't fix ANY bugs, that bug fix list is just a big lie from Mojang.

    Back on topic, did anyone lose all their cooked fish and salmon? Mine disappeared completely from my chests. Not a big deal, just kinda annoying.

    maybe they changed something with the fish?
    Posted in: Minecraft News
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Just wanted to say that before 10.1, I couldn't run these shaders, even the light version.
    (It was too powerful and it crashed my poor old mobile card.)
    When I flipped on 10.1, instead of crashing I got a playable 12fps! (not sarcasm)
    I was elated and spent 20 mins running around in circles looking at everything.
    I noticed that colored panes of glass in Chroma Hills had the water reflect-and-waver effect, which was pretty darn awesome.

    Thanks for your hard work, man. I really enjoy playing MC with this mod/shaderpack.
    Posted in: Minecraft Mods
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    posted a message on Presence Footsteps - An overly complicated sound enhancement mod
    Quote from Hurricaaane

    Ok standby, I'm looking into this.

    EDIT: Will be fixed in next version, but I'm holding up on the update as I'm not sure my fix will work in the long term (= when Forge updates)

    Awwww... I was hoping to be able to use it soon before the edit. Now its indeterminate and makes me sad :'(
    Posted in: Minecraft Mods
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    posted a message on MAtmos - Environmental sound atmosphere simulator
    Quote from SargNickFury

    I am having no luck getting this to run. Can someone please give me step by step directions to get to load with Forge and Magic Loader? and mcloader etc....?I am using 1.6.4 Minecraft.

    Quote from IceAlchemyX

    Check the top of the previous page.

    Incompatible with 1.6.4.
    Posted in: Minecraft Mods
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    posted a message on How to define enchantments for a new tool/weapon type. [SOLVED]
    Quote from integerArray

    Just to be sure, you aren't in creative mode, are you? Swords won't break stuff in creative, allowing players to use their offensive properties without damaging the environment.

    Its... its been a while since I visited creative and I remember being able to break blocks still...
    But yes... Thanks. That was it.
    I feel so stupid. I avoided checking that the last THREE times that I rewrote it because I remembered it working all those months ago.
    SonofaCHICKEN!To anyone else: even though it didn't exactly answer my question, my main issue was solved.
    I am now gonna report it as 'solved' and ask for it to be locked.
    Posted in: Modification Development
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    posted a message on How to define enchantments for a new tool/weapon type. [SOLVED]
    Quote from integerArray

    Not breaking blocks isn't something inherent to the ItemSword class, so that's still a viable option, as long as you fix the problem. What's in your class? Could you post that and the place where you instantiate your item?

    //Base class things:
    public static Item woodOmniBlade;//and the other materials too
    //in Load:
    woodOmniBlade = new OmniBlade(3438, EnumToolMaterial.WOOD).setUnlocalizedName("OmniBladeWood");//and the other mats
    LanguageRegistry.addName(woodOmniBlade, "Wood OmniBlade");//ditto
    
    //Item class thing: (texture loading)
    this.itemIcon = reg.registerIcon("OmniBladeWood");//same for the other materials
    
    //My class:
    package OmniTools;
    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    import net.minecraft.entity.EntityLivingBase;
    import net.minecraft.item.EnumToolMaterial;
    import net.minecraft.item.ItemStack;
    import net.minecraft.item.ItemSword;
    import net.minecraft.world.World;
    
    import com.google.common.collect.Multimap;
    import cpw.mods.fml.relauncher.Side;
    
    
    public class OmniBlade extends ItemSword
    {
        public float efficiencyOnProperMaterial = 4.0F;
        public static final Block[] blocksEffectiveAgainst = new Block[] {Block.planks, Block.bookShelf, Block.wood, Block.chest, Block.stoneDoubleSlab, Block.stoneSingleSlab, Block.pumpkin, Block.pumpkinLantern};
        public OmniBlade(int par1, EnumToolMaterial par2EnumToolMaterial)
        {
    	    super(par1, par2EnumToolMaterial);
    	    this.efficiencyOnProperMaterial = par2EnumToolMaterial.getEfficiencyOnProperMaterial();
        }
        
        public boolean onBlockDestroyed(ItemStack par1ItemStack, World par2World, int par3, int par4, int par5, int par6, EntityLivingBase par7EntityLivingBase)
        {
    	    if ((double)Block.blocksList[par3].getBlockHardness(par2World, par4, par5, par6) != 0.0D)
    	    {
    		    par1ItemStack.damageItem(1, par7EntityLivingBase);
    	    }
    
    	    return true;
        }
    
        public float getStrVsBlock(ItemStack par1ItemStack, Block par2Block)
        {
    	    for (int i = 0; i < this.blocksEffectiveAgainst.length; ++i)
    	    {
    	        if (par2Block.blockID == Block.web.blockID)
    		    {
    			    return 15.0F;
    		    }
    	        else if (this.blocksEffectiveAgainst[i] == par2Block)
    		    {
    			    return this.efficiencyOnProperMaterial;
    		    }
    	        
    	    }
    	    Material material = par2Block.blockMaterial;
    	    return material != Material.plants && material != Material.vine && material != Material.coral && material != Material.leaves && material != Material.pumpkin ? 1.0F : 1.5F;
        }
    
    }
    Posted in: Modification Development
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    posted a message on MAtmos - Environmental sound atmosphere simulator
    Quote from CreepyFriki

    1.6.4 compatible?

    Check the top of the previous page.
    Posted in: Minecraft Mods
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    posted a message on How to define enchantments for a new tool/weapon type. [SOLVED]
    Quote from integerArray

    What are you trying to get it to do? Chances are that if you could get it to function in a class that doesn't extend ItemSword, you could get it to work by overriding a method with a class that does.

    Well, I want to do a multitude of things(about 5), but they mainly boil down to giving tools sword(or bow) enchantments.
    I tried rewriting it to extend ItemSword and still harvest the blocks I want it to block, but it doesn't break any block.(...at least it has sword enchants now)
    Its almost as if that item is in adventure mode. It doesn't even make the 'you are smacking dirt' noise.
    I'm at a loss as to why, though.
    If I go back to extending Item and copy-pasting the appropriate ItemTool and ItemSword code, it only gets Unbreaking enchantments, but it can break blocks..
    Posted in: Modification Development
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    posted a message on How to define enchantments for a new tool/weapon type. [SOLVED]
    Quote from ExclamationMark

    What's the difference between your "tool" and a pickaxe?

    It's not as specific.
    Posted in: Modification Development
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    posted a message on How to define enchantments for a new tool/weapon type. [SOLVED]
    Quote from ExclamationMark

    So you want a pickaxe with sword enchantments or what?

    No. A Tool with Sword enchantments.
    Posted in: Modification Development
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    posted a message on How to define enchantments for a new tool/weapon type. [SOLVED]
    Quote from ExclamationMark

    Extend from itemsword and change the code.
    Or search a tutorial about defining enchantments. Don't know how complicate that is.

    The enchantments are based on whether it extends ItemSword, ItemBow, ItemArmor, or ItemTool. I'd have to make it check for an additional tool type and create the list of enchantments allowed, but I don't know where to do that or if I CAN do it without editing base/forge classes.
    Alternatively, I may just settle for trying to get it to work by extending from ItemSword, but I may have problems with that because I may not be able to change how the new tool handles breaking the materials I'm trying to design it to harvest.
    I haven't yet found any tutorials on adding enchantments to new tool types. In fact, I have found no less than two other topics related to my issue that remain unresolved after MONTHS.
    I may just have to make an API for custom tool types. (What it can harvest, the harvest speed, the enchantments, the right-click functionality(think hoe/sword), and anything else like that I may find.)
    Posted in: Modification Development
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