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    posted a message on [MOD] PurpleKiwi's Mods (5)
    I'm getting a weird glitch with the Minecraft Coder Pack, which is how I make my mods.
    Posted in: Mods Discussion
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    posted a message on The Missing Link Society [INACTIVE]
    D:

    Techpriests died?
    I'll join as an Engineer/Researcher.
    Posted in: Clans
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    posted a message on [MOD] PurpleKiwi's Mods (5)
    I think something went wrong when I decompiled Minecraft with MCP. My sugar cube recipe now says:

    func_1121_a(new EntityCreature(field_22031_sugarCube, 1), new Object[] {
    "##", "##", Character.valueOf('#'), EntityBoat.field_9295_aK
    });


    And all of the function names in the other classes are different:
    field_423_aY = (new BlockReed(83, 73)).func_222_c(0.0F).func_4024_a(field_9252_g).func_20012_a("reeds");


    Is this normal with MCP 2.9?
    Posted in: Mods Discussion
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    posted a message on [MOD] PurpleKiwi's Mods (5)
    Sorry, my computer's broken (again!).
    I'll continue modding once it's fixed.

    Quote from Tanuki_Shiro »
    Hey, do you mind making a setting file, one that opens with notepad, where we can change the Ids so we can work around conflicts with other mods? Thanks


    I'll try to learn how to do that once I can use my computer again.
    Posted in: Mods Discussion
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    posted a message on [MOD] PurpleKiwi's Mods (5)
    Quote from TheMagicalCake »
    You still gonna try to make marshmallows?

    Also how do you craft sugercubes


    A 2x2 square of sugar. Sorry, I should post the recipes.
    EDIT: And yes, I'm going to make marshmallows. I've just been busy.


    Quote from Roundaround »

    Try adding material.rock into the block's parameters.

    new BlockFence(<Unique ID>, 16, Material.rock).setHardness(2.0F).setResistance(10F).setStepSound(Block.soundStoneFootstep).func_20012_a("Stone Fence");


    Even though it's defined in the the BlockFence class instead of Block, it just might work. If not then I guess you have no choice but to run with the dummy class that extends BlockFence. Which is acutally pretty stupid that you'd have to but that's the way Notch did it so that's the way you have to abide to. :tongue.gif:

    And the ToolUtils thread can be found here.

    To use ToolUtils with MCP, you're going to need an edited deobfuscated source.

    Here you go. :smile.gif:


    Nope, can't change material that way. But I'll make it use the ToolUtils thing. Thanks!
    Posted in: Mods Discussion
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    posted a message on [MOD] PurpleKiwi's Mods (5)
    Quote from Roundaround »
    Quote from PurpleKiwi »
    Actually, to do that, I would have to modify the fence block (if not, then I don't know enough), since it takes no parameters. (It's just "new BlockFence()")


    You said it yourself. :wink.gif: All you have to do is make a new BlockFence that uses the texture of cobblestone. Default fences are set as:
    new BlockFence(85, 4).setHardness(2.0F).setResistance(5F).setStepSound(soundWoodFootstep).func_20012_a("fence");


    as in ID 85, texture index 4. To make cobble fences, try this:
    new BlockFence(<Unique ID>, 16).setHardness(2.0F).setResistance(10F).setStepSound(soundStoneFootstep).func_20012_a("Stone Fence");



    Then also add a ToolUtils line (where the AddName and RegisterBlock methods are called) to have them harvested with a pickaxe.
    ToolUtils.registerBlocks(ToolUtils.Type.PICKAXE, new Block[] { <Block Name> });



    Actually, I changed it to use BlockFence, but it still counts as a wooden object (I can't change that).
    And thanks for the ToolUtils thing, I'll do that. EDIT: ???? Can't find a ToolUtils.


    Quote from Freakeh7 »
    I guess that since Wildgrass now features lillypads that are created by putting a flower on water that your Flower mod would clash with it right?

    EDit: Yep both use the qg.class, ah well the idea is great but I would like to keep my lillypads!

    Sorry, I don't know how to change that. D:
    Posted in: Mods Discussion
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    posted a message on [MOD] PurpleKiwi's Mods (5)
    Quote from Roundaround »

    Actually, come to think of it, you don't even need a block class. You can just create a new object for the fence block that uses the texture of cobble instead of planks, is broken down with a pickaxe, and is a little tougher. All doable within the mod_ class.


    Actually, to do that, I would have to modify the fence block (if not, then I don't know enough), since it takes no parameters. (It's just "new BlockFence()")
    Posted in: Mods Discussion
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    posted a message on [MOD] PurpleKiwi's Mods (5)
    Quote from Roundaround »
    Make Stone Fence's block class extend the original fence class and only override what you need to. That way it can gain any changes to wooden fences, like my FencesUnleashed mod.


    Thanks to the tip, I updated it.


    Quote from Enarchy »
    Thats cool you make mods

    Yes I do. :biggrin.gif:
    Posted in: Mods Discussion
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    posted a message on [MOD] PurpleKiwi's Mods (5)
    Quote from KaiserYoshi »
    Is the F/M fix supposed to affect wheat as well? Because it does.


    Thanks! I didn't notice that. Fixing!
    Posted in: Mods Discussion
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    posted a message on [MOD] TopCard's mods (WeatherMod-ModLoader Compatible!)
    Nice weather mod!
    Posted in: Mods Discussion
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    posted a message on Forum Sig-Icons by Orion-Pyro
    How about one for iron-lovers/industrializers? I always "industrialize" my files with minecart systems that go everywhere.
    Posted in: Fan Art
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    posted a message on [MOD] PurpleKiwi's Mods (5)
    Quote from nanno111 »
    --- BEGIN ERROR REPORT 6cd80295 --------
    Generated 2/9/11 6:21 PM
    
    Minecraft: Minecraft Beta 1.2_02
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_21, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 5670 version 4.1.10362 Compatibility Profile Context, ATI Technologies Inc.
    
    java.lang.NullPointerException
    	at qg.h(BlockFlower.java:53)
    	at qg.a(BlockFlower.java:35)
    	at dn.m(dn.java:648)
    	at dn.h(dn.java:632)
    	at dn.f(dn.java:606)
    	at dn.e(dn.java:582)
    	at rx.a(SourceFile:596)
    	at hr.a(hr.java:135)
    	at hr.b(hr.java:88)
    	at dn.c(dn.java:488)
    	at dn.a(dn.java:436)
    	at net.minecraft.client.Minecraft.d(SourceFile:1453)
    	at net.minecraft.client.Minecraft.a(SourceFile:1373)
    	at net.minecraft.client.Minecraft.a(SourceFile:1342)
    	at net.minecraft.client.Minecraft.b(SourceFile:1277)
    	at mr.c(mr.java:86)
    	at mr.a(mr.java:74)
    	at by.a(SourceFile:69)
    	at by.e(SourceFile:116)
    	at by.d(SourceFile:104)
    	at net.minecraft.client.Minecraft.i(SourceFile:1106)
    	at net.minecraft.client.Minecraft.run(SourceFile:642)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT d684d3a6 ----------

    Trying to figure out what that means...

    Quote from Htaru »
    Does sugarglass melt like ice when it gets near :Lava: or :VV: ?
    either way, it would be nice if it did/didnt because it would allow for awesome lava traps. :SSSS:

    Nope, doing that would mean that you wouldn't be able to use sugar glass for lava floodgates.

    Quote from BlackingRed »
    Where should I put the Caramelblock.png and the sugarblock.png?

    In the same folder.

    EDIT: Updated SugarCraft!
    Posted in: Mods Discussion
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    posted a message on [MOD] PurpleKiwi's Mods (5)
    Sorry, I've been trying to mod, but my Minecraft kept crashing (it works now). I'm working on the next Sugarcraft update... so far have sugar cubes, which can be placed and eaten for 1.5 health, and I'm working on caramel apples.

    I'm also working on another mod, which I'm calling Useless to Useful.
    Posted in: Mods Discussion
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    posted a message on [REQ] Marshmallows!
    Quote from TheMagicalCake »
    Quote from PurpleKiwi »
    I don't want it to be made out of eggs. It's too hard to get eggs already and I use all of my eggs for cakes. What should the crafting recipe be?

    I was thinking:
    -You could eat marshmallows raw.
    -You could also put a marshmallow and a stick and cook it by right-clicking near a fire.
    -Or if you're too lazy, you could just smelt it.

    Make it out of marshmallow plants


    In real life, they're not made out of marshmallow plants. Also, I don't know how to change the map generation yet... D:


    Quote from City Builder »
    I was thinking...

    Perhaps one of the benefits of eating a marshmallow (aside from the health boost) would be a run speed increase, my thoughts being that you get a sugar rush high from eating the marshmallows so you get more energy and it allows your character to run faster for a brief time.


    I think they should make you slower. Every time I eat too many marshmallows, I get a stomachache. :tongue.gif:
    Posted in: Mods Discussion
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    posted a message on [REQ] Marshmallows!
    I don't want it to be made out of eggs. It's too hard to get eggs already and I use all of my eggs for cakes. What should the crafting recipe be?

    I was thinking:
    -You could eat marshmallows raw.
    -You could also put a marshmallow and a stick and cook it by right-clicking near a fire.
    -Or if you're too lazy, you could just smelt it.
    Posted in: Mods Discussion
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