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    posted a message on Shindokaku's Survival Servers[Old Thread]
    I started working on a big house thing. Here's the album of my village and the beginnings of the new build: http://imgur.com/a/CsKFl
    I haven't been back to my old place to take a screenshot of that yet... Not sure if I'm ever getting back there!
    Posted in: PC Servers
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    posted a message on Shindokaku's Survival Servers[Old Thread]
    IGN: Quazilla
    Why do you want to join: Play with friends and also build things!
    How often do you plan on playing: Maybe a little, maybe a lot. We'll see!
    Have you read the rules: Aye.
    If "yes" which rule is very important: No cursing, got it!
    Why do you think we should let you join: I'm a great builder and also I'm friends with trunksbomb & Whorganic!
    Posted in: PC Servers
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    posted a message on Community Creations - The Banner Contest
    • luus
    Posted in: Minecraft News
  • 0

    posted a message on How do I separate block items with different metadata?
    For blocks that use metadata, you have to make an item for those blocks (you can see with cloth blocks and stone brick blocks, there are actually separate "items" that are just the blocks.

    Just make an item, and implement something like:
    public int getIconFromDamage(int par1)
    	{
    		return mod_TestBlock.b.getBlockTextureFromSideAndMetadata(2, par1);
    	}


    This is from a little test I did for metadata; mod_TestBlock is my mod file, b is the actual block itself in the mod file itself (not the block file).


    Wait, hold on. I did something else... Let me check what I actually did.
    --
    Okay, I was half right. What you need to do is have a separate item implemented. For example, mine is like:
    public class TestItem extends ItemBlock{
    public TestItem(int par1)
        {
            super(par1);
            setMaxDamage(0);
            setHasSubtypes(true);
        }
    
    /**
         * Gets an icon index based on an item's damage value
         */
        public int getIconFromDamage(int par1)
        {
            return mod_TestBlock.b.getBlockTextureFromSideAndMetadata(2, par1);
        }
    
    /**
         * Returns the metadata of the block which this Item (ItemBlock) can place
         */
        public int getMetadata(int par1)
        {
            return par1;
        }
    }

    The main things you need to worry about are the setHasSubtypes and getIconFromDamage; setMaxDamage is for non-block items.
    The getIconFromDamage method returns a block icon for the item.

    Then you need to add something like:
    Item.itemsList[b.blockID] = (new TestItem(b.blockID - 256)).setItemName("testy1");

    into your mod's constructor.
    Posted in: Modification Development
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I was getting an error with my Mayan town... some villagers were causing some .onUpdate() problems, here's the log:
    1.7.4 26-10-2011 17:45:12 ERROR: MLEntityGenericAsymmFemale: Ucan Cizin: Exception in Villager.onUpdate(): 
    1.7.4 26-10-2011 17:45:12 Exception, printing stack:
    1.7.4 26-10-2011 17:45:12 java.lang.NullPointerException
    	at MLPoint.distanceTo(MLPoint.java:133)
    	at MLVillager.w_(MLVillager.java:1473)
    	at rv.a(SourceFile:1268)
    	at rv.f(SourceFile:1244)
    	at rv.l(SourceFile:1178)
    	at net.minecraft.client.Minecraft.k(SourceFile:1384)
    	at net.minecraft.client.Minecraft.run(SourceFile:666)
    	at java.lang.Thread.run(Unknown Source)
    
    1.7.4 26-10-2011 17:45:12 ERROR: MLVillager: Balam Cizin: Exception in Villager.onUpdate(): 
    1.7.4 26-10-2011 17:45:12 Exception, printing stack:
    1.7.4 26-10-2011 17:45:12 java.lang.NullPointerException
    	at MLPoint.distanceTo(MLPoint.java:133)
    	at MLVillager.w_(MLVillager.java:1473)
    	at rv.a(SourceFile:1268)
    	at rv.f(SourceFile:1244)
    	at rv.l(SourceFile:1178)
    	at net.minecraft.client.Minecraft.k(SourceFile:1384)
    	at net.minecraft.client.Minecraft.run(SourceFile:666)
    	at java.lang.Thread.run(Unknown Source)
    
    1.7.4 26-10-2011 17:45:12 ERROR: MLVillager: Cocom Cizin: Exception in Villager.onUpdate(): 
    1.7.4 26-10-2011 17:45:12 Exception, printing stack:
    1.7.4 26-10-2011 17:45:12 java.lang.NullPointerException
    	at MLPoint.distanceTo(MLPoint.java:133)
    	at MLVillager.w_(MLVillager.java:1473)
    	at rv.a(SourceFile:1268)
    	at rv.f(SourceFile:1244)
    	at rv.l(SourceFile:1178)
    	at net.minecraft.client.Minecraft.k(SourceFile:1384)
    	at net.minecraft.client.Minecraft.run(SourceFile:666)
    	at java.lang.Thread.run(Unknown Source)
    
    1.7.4 26-10-2011 17:45:12 ERROR: MLVillager: Arana Cizin: Exception in Villager.onUpdate(): 
    1.7.4 26-10-2011 17:45:12 Exception, printing stack:
    1.7.4 26-10-2011 17:45:12 java.lang.NullPointerException
    	at MLPoint.distanceTo(MLPoint.java:133)
    	at MLVillager.w_(MLVillager.java:1473)
    	at rv.a(SourceFile:1268)
    	at rv.f(SourceFile:1244)
    	at rv.l(SourceFile:1178)
    	at net.minecraft.client.Minecraft.k(SourceFile:1384)
    	at net.minecraft.client.Minecraft.run(SourceFile:666)
    	at java.lang.Thread.run(Unknown Source)
    
    1.7.4 26-10-2011 17:45:12 ERROR: MLEntityGenericAsymmFemale: Ucan Cizin: Exception in Villager.onUpdate(): 
    1.7.4 26-10-2011 17:45:12 Exception, printing stack:
    1.7.4 26-10-2011 17:45:12 java.lang.NullPointerException
    	at MLPoint.distanceTo(MLPoint.java:133)
    	at MLVillager.w_(MLVillager.java:1473)
    	at rv.a(SourceFile:1268)
    	at rv.f(SourceFile:1244)
    	at rv.l(SourceFile:1178)
    	at net.minecraft.client.Minecraft.k(SourceFile:1384)
    	at net.minecraft.client.Minecraft.run(SourceFile:666)
    	at java.lang.Thread.run(Unknown Source)
    It continuously repeated, and the villagers themselves were unresponsive... I eliminated them and the errors went away, however.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.1]Tale Of Kingdoms Ver 1.0.5
    I would love to play this, but ModLoader isn't working for me. GUGUHUGUGUGUHGUGHGUH I WANT OT PLAY IT SO BAD!
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from Quazilla

    ===Simple Minecraft Error Test===
    
    Starting Minecraft...
    
    Exception in thread "main" java.lang.VerifyError: (class: cb, method: <init> sig
    nature: (Lmh;)V) Incompatible argument to function
            at lr.<clinit>(SourceFile:173)
            at mk.<init>(SourceFile:14)
            at net.minecraft.client.Minecraft.<init>(SourceFile:172)
            at fs.<init>(SourceFile:1807)
            at net.minecraft.client.Minecraft.a(SourceFile:1807)
            at net.minecraft.client.Minecraft.a(SourceFile:1790)
            at net.minecraft.client.Minecraft.main(SourceFile:1869)


    I got this? What is this?
    Running W7, 1.8.1, installed correctly

    Edit: Okay, it seems that the cb class seems to be causing the problem.


    I've installed ModLoader correctly. I've tried extracting the files before putting them into the jar. I've tried dragging and dropping directly into the jar from the zip. I'm using clean jars each time. I've tried using a clean .minecraft directory.
    Posted in: Minecraft Mods
  • 0

    posted a message on Risugami's Mods - Updated.
    ===Simple Minecraft Error Test===
    
    Starting Minecraft...
    
    Exception in thread "main" java.lang.VerifyError: (class: cb, method: <init> sig
    nature: (Lmh;)V) Incompatible argument to function
            at lr.<clinit>(SourceFile:173)
            at mk.<init>(SourceFile:14)
            at net.minecraft.client.Minecraft.<init>(SourceFile:172)
            at fs.<init>(SourceFile:1807)
            at net.minecraft.client.Minecraft.a(SourceFile:1807)
            at net.minecraft.client.Minecraft.a(SourceFile:1790)
            at net.minecraft.client.Minecraft.main(SourceFile:1869)


    I got this? What is this?
    Running W7, 1.8.1, installed correctly

    Edit: Okay, it seems that the cb class seems to be causing the problem.
    Posted in: Minecraft Mods
  • 0

    posted a message on Why is Mojang so unforgiving about monster spawners?
    Nope and nope.
    Posted in: 1.0 Update Discussion
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    posted a message on New CPU or more RAM/Memory?
    Quote from RustyHoff

    Would giving my Minecraft app more RAM make the processor usage go down?


    Beats me. Use your binoculars to find out if giving your Minecraft app more RAM will make the processor usage go down. I wouldn't think so, though.
    Posted in: Computer Science and Technology
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    posted a message on New CPU or more RAM/Memory?
    Getting more RAM won't necessarily do anything unless you allocate more RAM for it to use; if you find yourself somehow using all 4 GB of RAM for Minecraft, then get more RAM. Otherwise, processor.
    Posted in: Computer Science and Technology
  • 0

    posted a message on Why do Endermen have to move blocks?
    What other game has a mob like the Enderman?
    Posted in: 1.8 Update Discussion
  • 0

    posted a message on Pixel Reality: realistic visuals at default resolution - Still Lacking But Better Than Nothing!
    Quote from Wedhro

    Eventually everything will be redesigned, the only thing that I'm sure will stay unchanged is the splash screen. I'm actually halfway through, but I'll release updates only when a single "aspect" is finished; for example, nest update will feature rain, snow, clouds, sun, moon and maybe water.


    Cool. It's nice to see you overhauling everything. :smile.gif:
    One thing I noticed while playing is that the white question marks under your redstone should actually be just transparent squares, as the two squares under the redstone are for textures that are persistent/don't get their colors changed, so what ends up happening is that all redstone is just a question mark.
    Posted in: Resource Packs
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    posted a message on Pixel Reality: realistic visuals at default resolution - Still Lacking But Better Than Nothing!
    Very nice. I've been trying to tweak the pack I have for my own use, but I gave this a download to check it out.

    One question... Are you planning on making your own item/armor textures, or are you just keeping it at a terrain.png and biome coloring?
    Posted in: Resource Packs
  • 0

    posted a message on Quick question on lakes
    If you really wanted it to be a perfect lake, start from the top layer, put the water down, then dig out the next layer, put the water down, etc. It'd be really hard to see where you've actually placed water, though, but that's how it'd be done. Just make sure not to mess up and accidentally take water.
    Posted in: Survival Mode
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