To those who think this thread is dead: yes and no.
My computer got all fried and stuff, so I have to decompile the code again from this very thread.
I'm working on another mod right now, which is very close to release-
and I promise you, when I do I will get right back to work on this.
(and maybe even get the damn dragons working).
Sorry to necro an old topic, but this isn't still being worked on, is it?
I'm nearly halfway through coding something like this, and I only thought to google for similar mods now.
I would hate to have this already taken, haha
(EDIT: To clarify, I'm not using your ideas. To be sure of this, I haven't actually read through your idea list, and our mods will likely be nothing the same aside from being both based of of norse mythology, and including the 9-worlds (I'm assuming thats what you're doing), at least I hope not.)
I need a coder to code my mod for me because I suck at coding! In order to code this mod, you need to P.M. me and have coded at least one mod before this was posted. After the mod is coded, me and the coder will post our own threads for the mod
So you want a coder to spend valuable time (anywhere from days, to weeks to even months) to code your mod as a favor to you.
Not only that, but you are adding restrictions and requirements of the skill of the modder, AND you are posting a thread to take credit for the mod.
Credit will be divided as follows: Me: Main/First Ideas, Art work Coder: Coding and possibly additional ideas or Art work Additional people: Additional ideas
Uh-huh. You want to lead this project and tell everyone what to do as well, considering yourself to be the leader because you made this topic. Oh, and take all the credit for it.
The reason why I put Art work after coder is that I'm not the best artist either and you may want to change the art work, but you need to run it by me if you do so, but you don't need to change it if you don't want to.
If you're not the best artist either, then realistically you'll end up bossing everyone around while telling them one to do.
You're also putting restrictions on the mod that somebody else is making (keyphrase: 'need to run it by me').
The only relese of the mod that I'm doing publicly is that the mod is called,"The Treasure Temples Mod" There will be no more info on the mod posted here.
Again, that you're doing publicly.
And people wonder why there are so few modders in this forum.
tl;dr: Guy wants other people to make a mod for him while doing nothing and bossing people around, while taking credit for it.
I figured out the coding error -.-
There is a closing bracket } missing in the Minecraft.java file.
Check the method above clickMouse, and see if it has a closing bracket.
The reason I think this is because it is reading clickMouse as a command rather then a method, and it will only read a command if it is inside a method, so the conclusion is that the method was never closed.
I've never watched SCMown's tutorial, but I can guess the problem.
In the recipe code, whenever it references a "mod_whateveryourmodnameis", you can replace it with an "Item".
So for example, instead of doing "mod_emerald.Emerald.shiftedIndex" I would do "Item.diamond.shiftedIndex".
However, if you're making it out of blocks, you would have to do "Block"
So if you're making a super sword with diamond blocks, you would have something like this:
Hey minecraftforums.
I haven't posted here in forever, mostly because my coding has been bug-free lately. However, I do need some help regarding glitches in metadata blocks.
The part of my mod with metadata in it are a new kind of bricks that spawn naturally through out the world. There are 11 different kinds, and each structure has a random type.
This works fine.
However, when any of these bricks are mined, the item dropped has no damage. For example, if I mined "Ruby Bricks" they would drop as "Opal Bricks" assuming opal is the default.
The same thing happens when I place them. When I use single player commands to hack the item for Ruby Blocks (for example), and then I place it, the block placed resets to metadata 0 (Opal bricks).
I think the problem is within the damage-metadata transfer, but I can't seem to figure out what I missed.
mod_godrift (the applicable code)
package net.minecraft.src;
import java.util.*;
import net.minecraft.client.Minecraft;
public class mod_godrift extends BaseMod
{
protected boolean enableStats;
public static int brick2;
public static int brick3;
public static int brick4;
public static int brick5;
public static int brick6;
public static int brick7;
public static int brick8;
public static int brick9;
public static int brick10;
public static int brick11;
public static int brickID;
public static Block blockSuperBrick;
public mod_godrift()
{
Item.itemsList[brickID] = (new ItemSuperBrick(brickID - 256, blockSuperBrick)).setItemName("superbrickitem");
}
public String getVersion()
{
return "1.2.5";
}
public void load()
{
ModLoader.setInGameHook(this, true, false);
ModLoader.setInGUIHook(this, true, false);
ModLoader.registerBlock(blockSuperBrick);
ModLoader.addName(new ItemStack(blockSuperBrick, 1, 2), "Eden Bricks");
ModLoader.addOverride("/terrain.png", "/bricks/1-opal.png", brick1);
ModLoader.addOverride("/terrain.png", "/bricks/2-emerald.png", brick2);
ModLoader.addOverride("/terrain.png", "/bricks/3-ruby.png", brick3);
ModLoader.addOverride("/terrain.png", "/bricks/4-amber.png", brick4);
ModLoader.addOverride("/terrain.png", "/bricks/5-pearl.png", brick5);
ModLoader.addOverride("/terrain.png", "/bricks/6-obsidian.png", brick6);
ModLoader.addOverride("/terrain.png", "/bricks/7-amethyst.png", brick7);
ModLoader.addOverride("/terrain.png", "/bricks/8-lapis.png", brick8);
ModLoader.addOverride("/terrain.png", "/bricks/9-peridot.png", brick9);
ModLoader.addOverride("/terrain.png", "/bricks/10-snowflake.png", brick10);
ModLoader.addOverride("/terrain.png", "/bricks/11-starsapphire.png", brick11);
ModLoader.addOverride("/terrain.png", "/godrift/flowers/blue.png", flower1);
ModLoader.addOverride("/terrain.png", "/godrift/flowers/green.png", flower2);
ModLoader.addOverride("/terrain.png", "/godrift/flowers/purple.png", flower3);
ModLoader.addOverride("/terrain.png", "/godrift/flowers/white.png", flower4);
ModLoader.addLocalization("tile.superbrickitem.opal.name", "Opal Bricks");
ModLoader.addLocalization("tile.superbrickitem.emerald.name", "Emerald Bricks");
ModLoader.addLocalization("tile.superbrickitem.ruby.name", "Ruby Bricks");
ModLoader.addLocalization("tile.superbrickitem.amber.name", "Amber Bricks");
ModLoader.addLocalization("tile.superbrickitem.pearl.name", "Pearl Bricks");
ModLoader.addLocalization("tile.superbrickitem.obsidian.name", "Obsidian Bricks");
ModLoader.addLocalization("tile.superbrickitem.amethyst.name", "Amethyst Bricks");
ModLoader.addLocalization("tile.superbrickitem.lapis.name", "Lapis Bricks");
ModLoader.addLocalization("tile.superbrickitem.peridot.name", "Peridot Bricks");
ModLoader.addLocalization("tile.superbrickitem.snowflake.name", "Snowflake Obsidian Bricks");
ModLoader.addLocalization("tile.superbrickitem.starSapphire.name", "Star Sapphire Bricks");
}
static
{
brick1 = ModLoader.getUniqueSpriteIndex("/terrain.png");
brick2 = ModLoader.getUniqueSpriteIndex("/terrain.png");
brick3 = ModLoader.getUniqueSpriteIndex("/terrain.png");
brick4 = ModLoader.getUniqueSpriteIndex("/terrain.png");
brick5 = ModLoader.getUniqueSpriteIndex("/terrain.png");
brick6 = ModLoader.getUniqueSpriteIndex("/terrain.png");
brick7 = ModLoader.getUniqueSpriteIndex("/terrain.png");
brick8 = ModLoader.getUniqueSpriteIndex("/terrain.png");
brick9 = ModLoader.getUniqueSpriteIndex("/terrain.png");
brick10 = ModLoader.getUniqueSpriteIndex("/terrain.png");
brick11 = ModLoader.getUniqueSpriteIndex("/terrain.png");
brickID = 144;
blockSuperBrick = (new BlockSuperBrick(brickID, brick1, brick2, brick3, brick4, brick5, brick6, brick7, brick8, brick9, brick10, brick11)).setHardness(2.0F).setBlockName("superbrick").setRequiresSelfNotify();
}
}
BlockSuperBrick
package net.minecraft.src;
import java.util.ArrayList;
public class BlockSuperBrick extends Block
{
int brick1;
int brick2;
int brick3;
int brick4;
int brick5;
int brick6;
int brick7;
int brick8;
int brick9;
int brick10;
int brick11;
protected BlockSuperBrick(int i, int j, int k, int l, int i1, int j1, int k1, int l1, int i2, int j2, int k2, int l2)
{
super(i, Material.ground);
brick1 = j;
brick2 = k;
brick3 = l;
brick4 = i1;
brick5 = j1;
brick6 = k1;
brick7 = l1;
brick8 = i2;
brick9 = j2;
brick10 = k2;
brick11 = l2;
}
public void addCreativeItems(ArrayList arraylist)
{
arraylist.add(new ItemStack(this));
}
/**
* From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
*/
public int getBlockTextureFromSideAndMetadata(int i, int j)
{
switch (j)
{
case 0:
return brick1;
case 1:
return brick2;
case 2:
return brick3;
case 3:
return brick4;
case 4:
return brick5;
case 5:
return brick6;
case 6:
return brick7;
case 7:
return brick8;
case 8:
return brick9;
case 9:
return brick10;
case 10:
return brick11;
}
return brick1;
}
public int idDropped(int par1, Random par2Random, int par3)
{
return 144;
}
public void onBlockPlaced(World par1World, int par1, int par2, int par3, int par4)
{
setBlockAndMetadata(par1, par2, par3, par4, metadata);
}
//I only added this method as a workaround for the bug mentioned above. Unfortunately, this does not work either.
public boolean blockActivated(par1World, par2, par3, i, entityplayer)
{
if(entityplayer.getCurrentEquippedItem() == (new ItemStack(Item.dye, entityplayer.getCurrentEquippedItem().stackSize, 0)
{
metadata = 0;
setBlockAndMetadata(par2, par3, i, mod_godrift.blockSuperBrick.blockID, 0);
} else if (entityplayer.getCurrentEquippedItem() == (new ItemStack(Item.dye, entityplayer.getCurrentEquippedItem().stackSize, 1)
{
metadata = 1;
setBlockAndMetadata(par2, par3, i, mod_godrift.blockSuperBrick.blockID, 1);
} else if (entityplayer.getCurrentEquippedItem() == (new ItemStack(Item.dye, entityplayer.getCurrentEquippedItem().stackSize, 2)
{
metadata = 2;
setBlockAndMetadata(par2, par3, i, mod_godrift.blockSuperBrick.blockID, 2);
} else if (entityplayer.getCurrentEquippedItem() == (new ItemStack(Item.dye, entityplayer.getCurrentEquippedItem().stackSize, 3)
{
metadata = 3;
setBlockAndMetadata(par2, par3, i, mod_godrift.blockSuperBrick.blockID, 3);
} else if (entityplayer.getCurrentEquippedItem() == (new ItemStack(Item.dye, entityplayer.getCurrentEquippedItem().stackSize, 4)
{
metadata = 4;
setBlockAndMetadata(par2, par3, i, mod_godrift.blockSuperBrick.blockID, 4);
} else if (entityplayer.getCurrentEquippedItem() == (new ItemStack(Item.dye, entityplayer.getCurrentEquippedItem().stackSize, 5)
{
metadata = 5;
setBlockAndMetadata(par2, par3, i, mod_godrift.blockSuperBrick.blockID, 5);
} else if (entityplayer.getCurrentEquippedItem() == (new ItemStack(Item.dye, entityplayer.getCurrentEquippedItem().stackSize, 6)
{
metadata = 6;
setBlockAndMetadata(par2, par3, i, mod_godrift.blockSuperBrick.blockID, 6);
} else if (entityplayer.getCurrentEquippedItem() == (new ItemStack(Item.dye, entityplayer.getCurrentEquippedItem().stackSize, 7)
{
metadata = 7;
setBlockAndMetadata(par2, par3, i, mod_godrift.blockSuperBrick.blockID, 7);
} else if (entityplayer.getCurrentEquippedItem() == (new ItemStack(Item.dye, entityplayer.getCurrentEquippedItem().stackSize, 8)
{
metadata = 8;
setBlockAndMetadata(par2, par3, i, mod_godrift.blockSuperBrick.blockID, 8);
} else if (entityplayer.getCurrentEquippedItem() == (new ItemStack(Item.dye, entityplayer.getCurrentEquippedItem().stackSize, 9)
{
metadata = 9;
setBlockAndMetadata(par2, par3, i, mod_godrift.blockSuperBrick.blockID, 9);
} else if (entityplayer.getCurrentEquippedItem() == (new ItemStack(Item.dye, entityplayer.getCurrentEquippedItem().stackSize, 10)
{
metadata = 10;
setBlockAndMetadata(par2, par3, i, mod_godrift.blockSuperBrick.blockID, 10);
}
}
protected int damageDropped(int par1)
{
return par1;
}
}
ItemSuperBrick
package net.minecraft.src;
public class ItemSuperBrick extends ItemBlock
{
public ItemSuperBrick(int i, Block block)
{
super(i);
setMaxDamage(0);
setHasSubtypes(true);
}
public int getPlacedBlockMetadata(int i)
{
return i;
}
public String getItemNameIS(ItemStack itemstack)
{
String s = "";
switch (itemstack.getItemDamage())
{
case 0:
s = "opal";
break;
case 1:
s = "emerald";
break;
case 2:
s = "ruby";
break;
case 3:
s = "amber";
break;
case 4:
s = "pearl";
break;
case 5:
s = "obsidian";
break;
case 6:
s = "amethyst";
break;
case 7:
s = "lapis";
break;
case 8:
s = "peridot";
break;
case 9:
s = "snowflake";
break;
case 10:
s = "starSapphire";
break;
default:
s = "opal";
break;
}
return (new StringBuilder()).append(getItemName()).append(".").append(s).toString();
}
/**
* Returns the metadata of the block which this Item (ItemBlock) can place
*/
public int getMetadata(int i)
{
return i;
}
public int getPlacedBlockMetadata(int i) {
return i;
}
}
Thanks for helping if you can. If you can't, thanks for trying
Glitches:
Fenrir card spawns etoile cyber.
Dragons don't work at all!
And a few monsters have white heads
I am aware of those. The only glitch out of those three is the whitehead- some weird render problem.
I actually cut out Fenrir and dragons from this update just to get it out sooner (custom moddeling y'see). I hope to add them back soon along with other content
1
I will reboot this mod. Starting now. I am redeveloping it entirely.
0
Already did since like two updates ago.
0
My computer got all fried and stuff, so I have to decompile the code again from this very thread.
I'm working on another mod right now, which is very close to release-
and I promise you, when I do I will get right back to work on this.
(and maybe even get the damn dragons working).
0
I'm nearly halfway through coding something like this, and I only thought to google for similar mods now.
I would hate to have this already taken, haha
(EDIT: To clarify, I'm not using your ideas. To be sure of this, I haven't actually read through your idea list, and our mods will likely be nothing the same aside from being both based of of norse mythology, and including the 9-worlds (I'm assuming thats what you're doing), at least I hope not.)
3
So you want a coder to spend valuable time (anywhere from days, to weeks to even months) to code your mod as a favor to you.
Not only that, but you are adding restrictions and requirements of the skill of the modder, AND you are posting a thread to take credit for the mod.
Uh-huh. You want to lead this project and tell everyone what to do as well, considering yourself to be the leader because you made this topic. Oh, and take all the credit for it.
If you're not the best artist either, then realistically you'll end up bossing everyone around while telling them one to do.
You're also putting restrictions on the mod that somebody else is making (keyphrase: 'need to run it by me').
Again, that you're doing publicly.
And people wonder why there are so few modders in this forum.
tl;dr: Guy wants other people to make a mod for him while doing nothing and bossing people around, while taking credit for it.
0
0
You'd damn near have to rewrite the entire lightning engine.
2
Is referencing
transferPlayerToDimension((EntityPlayerMP)entity, 0, new TeleporterMythical());
The problem is that the transferPlayerToDimension method requires a EntityPlayerMP instance, instead of an EntityClientPlayerMP. The part that says
is essentially telling the computer, trust me, the entity instance will be an EntityPlayerMP - which it is not, and thus comes the crash.
An easy way to fix this is to change your if statement from
to
0
Tidy it up a bit, organize the recipes, etc.
1
I figured out the coding error -.-
There is a closing bracket } missing in the Minecraft.java file.
Check the method above clickMouse, and see if it has a closing bracket.
The reason I think this is because it is reading clickMouse as a command rather then a method, and it will only read a command if it is inside a method, so the conclusion is that the method was never closed.
0
In the recipe code, whenever it references a "mod_whateveryourmodnameis", you can replace it with an "Item".
So for example, instead of doing "mod_emerald.Emerald.shiftedIndex" I would do "Item.diamond.shiftedIndex".
However, if you're making it out of blocks, you would have to do "Block"
So if you're making a super sword with diamond blocks, you would have something like this:
Hope I helped!
0
Does your block have a custom render?
0
I haven't posted here in forever, mostly because my coding has been bug-free lately. However, I do need some help regarding glitches in metadata blocks.
The part of my mod with metadata in it are a new kind of bricks that spawn naturally through out the world. There are 11 different kinds, and each structure has a random type.
This works fine.
However, when any of these bricks are mined, the item dropped has no damage. For example, if I mined "Ruby Bricks" they would drop as "Opal Bricks" assuming opal is the default.
The same thing happens when I place them. When I use single player commands to hack the item for Ruby Blocks (for example), and then I place it, the block placed resets to metadata 0 (Opal bricks).
I think the problem is within the damage-metadata transfer, but I can't seem to figure out what I missed.
mod_godrift (the applicable code)
BlockSuperBrick
ItemSuperBrick
Thanks for helping if you can. If you can't, thanks for trying
0
I didn't think anyone would want it- but consider it done.
0
Hai
See below.
I am aware of those. The only glitch out of those three is the whitehead- some weird render problem.
I actually cut out Fenrir and dragons from this update just to get it out sooner (custom moddeling y'see). I hope to add them back soon along with other content