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  • 0

    posted a message on Minecon 2016 Cape Design

    This is the leaked minecon 2016 Cape. Apparently this was removed last time due to it being "spam"



    Annnnd, source?
    Posted in: Minecon
  • 0

    posted a message on The Betweenlands ~ "A dark, hostile environment..." v2.0.2 [09/03/17] NUMEROUS BUG FIXES AND TWEAKS
    MrCompost will be making sure you all get a copy. Please stop asking.
    Posted in: Minecraft Mods
  • 0

    posted a message on The Betweenlands ~ "A dark, hostile environment..." v2.0.2 [09/03/17] NUMEROUS BUG FIXES AND TWEAKS
    Quote from PikaRock2882

    Congrats on the 100 pages Betweenlands team! :D


    Thanks :)

    I am going to be doing some updates on the website and wikis one to make it a little faster and also to make it look better, I also have added some more slides to the front page check it out, Dont for get to have a look at the bottom footer that will link you to more of angry pixels site.

    Thanks again every one
    Posted in: Minecraft Mods
  • 0

    posted a message on The Nether Expansion [v0.3]
    Just to let you all know this will be comeing back biger and better for 1.3.2 or maby 1.4 after the betweenlands is done it will be part of angry pixel which is still WIP www.angry-pixel.net
    Posted in: Minecraft Mods
  • 0

    posted a message on The Betweenlands ~ "A dark, hostile environment..." v2.0.2 [09/03/17] NUMEROUS BUG FIXES AND TWEAKS
    Hi for all you wanting a nice config i thort i would show you what we have this config was made ages ago but i dont think we told you this is all done with a api i have made wich i will be relaceing after this mod is done still needs some tweeking but it write it all

    #######################################
    # The Betweenlands Configuration file #
    #	 Generated on 8/13/12 4:56 PM #
    #######################################
    # This is a config file for The Betweenlands mod. Here you will be able to change the
    # spawns and ID's of mobs, blocks and items.
    # If you want a mob to spawn, write 'true' next to it's name and 'false' if you don't.
    # To change the ID of an item, block or mob simply change the number to an ID that isn't
    # already used in Minecraft or another mod that you have installed.
    # If you want to change the mod properties, just change the variables to
    # something suitable.
    # Make sure you type everything in accurately becuase if you don't, you may break the mod.
    # The Betweenlands Mod Team will not held responsible for any damage done to your
    # computer, worlds, or your copy of Minecraft.
    
    #=======================================================================================#
    # block id
    Algae Block ID = 218;
    Animator Block ID = 150;
    Animator On Block ID = 151;
    Anti Mob Block ID = 208;
    Aqua Middle Gem Block ID = 163;
    BL Chest Block ID = 229;
    Between Stone Block ID = 156;
    Between Stone Furnance Active Block ID = 254;
    Between Stone Furnance Block ID = 200;
    Cattail Block ID = 226;
    Crag Rock Block ID = 250;
    Crimson Middle Gem Block ID = 164;
    Decorative Temple Brick Block ID = 185;
    Dungen Tile Block ID = 183;
    Giant Green Shrom Block ID = 171;
    Giant Green Shrom Stem = 223;
    Green Middle Gem Block ID = 165;
    Green Shrom Block ID = 176;
    Hanger Block ID = 178;
    Hanger No Seeds Block ID = 179;
    Healing Stone Block ID = 213;
    Lantern Block ID = 152;
    Lantern On Block ID = 153;
    Middle Bush Block ID = 195;
    Middle Spawner Block ID = 182;
    Mire Coral Block ID = 177;
    Moss Block ID = 173;
    Mud Block ID = 158;
    Mud Brick Block ID = 215;
    Obelisk Stone Block ID = 217;
    Octine Block ID = 210;
    Octine Ore Block ID = 161;
    Pillar Block ID = 187;
    Portal Block ID = 149;
    Purifyer Block ID = 201;
    Purifyer On Block ID = 202;
    Rotten Log Block ID = 170;
    Rubber Block ID = 212;
    Rubber Tree Leaves Block ID = 169;
    Rubber Tree Log Block ID = 168;
    Rubber Wood Sapling Block ID = 181;
    Silt Block ID = 157;
    Silt Glass Block ID = 209;
    Silt Glass Panel Block ID = 240;
    Skull Block ID = 193;
    Skull Lit Block ID = 194;
    Sludge Block ID = 148;
    Solid Tar Block ID = 159;
    Sulfur Ore Block ID = 160;
    Sulfur Torch Block ID = 207;
    Swamp Dirt Block ID = 155;
    Swamp Grass Block ID = 154;
    Swamp Reeds Block ID = 174;
    Swamp Water Flowing Block ID = 219;
    Swamp Water Still Block ID = 220;
    Tar Flowing Block ID = 221;
    Tar Still Block ID = 222;
    Teleport Block ID = 216;
    Temple Brick Block ID = 184;
    Temple Brick Bronze Block ID = 188;
    Temple Brick Gold Block ID = 190;
    Temple Brick Silver Block ID = 189;
    Thatch Block ID = 214;
    Tilled Soial Block ID = 196;
    Tilled Soial Wet Block ID = 197;
    Totem Block ID = 191;
    Tree Fungus Block ID = 172;
    Valonite Block ID = 4000;
    Valonite Ore Block ID = 162;
    Water Bud Block ID = 175;
    Water Flower ID = 228;
    Water Flower Stalk ID = 227;
    Water Plant Block ID = 225;
    Weed Wood Crafting Block ID = 199;
    Weed Wood Door Block ID = 204;
    Weed Wood JukeBox Block ID = 203;
    Weed Wood Ladder Block ID = 205;
    Weed Wood Leaves Block ID = 167;
    Weed Wood Log Block ID = 166;
    Weed Wood Planks Block ID = 198;
    Weed Wood Sapling Block ID = 180;
    Weed Wood Trap Door Block ID = 206;
    Wisp Block ID = 224;
    #=======================================================================================#
    #=======================================================================================#
    # item id
    Angler Meat Cook Item ID = 8037;
    Angler Meat Raw Item ID = 8036;
    Angler Tooth Item ID = 8027;
    Angry Pebble Item ID = 8014;
    Anlger Arrow Item ID = 8011;
    Aqua Middle Gem Item ID = 8018;
    Between Stone Axe Item ID = 10006;
    Between Stone Pickaxe Item ID = 10005;
    Between Stone Shovel Item ID = 10004;
    Between Stone Sword Item ID = 10007;
    Bow Item ID = 8010;
    Coral Item ID = 8025;
    Crimson Middle Gem Item ID = 8019;
    Crocodile Skin Boots Item ID = 9003;
    Crocodile Skin Helm Item ID = 9000;
    Crocodile Skin Item ID = 8031;
    Crocodile Skin Legs Item ID = 9002;
    Crocodile Skin Plate Item ID = 9001;
    Door Item ID = 8049;
    Elder Staff Item ID = 8009;
    Empty Bucket Item ID = 8000;
    Eye Of Middle Item ID = 8051;
    Green Middle Gem Item ID = 8020;
    Hardened Rubber Item ID = 8021;
    Idol Bronze Item ID = 8042;
    Idol Gold Item ID = 8044;
    Idol Silver Item ID = 8043;
    Legenary Boots Item ID = 9015;
    Legenary Helm Item ID = 9012;
    Legenary Legs Item ID = 9014;
    Legenary Plate Item ID = 9013;
    Legendary Sword Item ID = 10020;
    Life Gem Item ID = 8050;
    Middle Furit Item ID = 8040;
    Middle Furit Seed Item ID = 8041;
    Moss ID = 8023;
    Mud Ball Item ID = 8013;
    Octine Arrow Item ID = 8012;
    Octine Axe Item ID = 10010;
    Octine Boots Item ID = 9007;
    Octine Helm Item ID = 9004;
    Octine Ingot Item ID = 8016;
    Octine Legs Item ID = 9006;
    Octine Pickaxe ItemID = 10009;
    Octine Plate Item ID = 9005;
    Octine Shovel Item ID = 10008;
    Octine Sword Item ID = 10011;
    Oil Bucket Item ID = 8003;
    Red Shell Item ID = 8028;
    Rotten Bark Item ID = 8022;
    Rubber Bucket Item ID = 8005;
    Sign Item ID = 8048;
    Skull Mask Item ID = 8006;
    Slime Bucket Item ID = 8004;
    Slimy Bone Item ID = 8026;
    Sludge Ball Item ID = 8030;
    Snail Flesh Cook Item ID = 8039;
    Snail Flesh Raw Item ID = 8038;
    Snapper Root Item ID = 8033;
    Spores Item ID = 8032;
    Strengthended BetweenStone Sword Item ID = 10017;
    Strengthended Octine Item ID = 10018;
    Strengthended Valonite Sword Item ID = 10019;
    Strengthended Weed Wood Sword Item ID = 10016;
    Sulfur Item ID = 8015;
    Swamp Bucket Item ID = 8001;
    Swamp Reed Item ID = 8024;
    Swmap Reed Dust Item ID = 8047;
    Swmap Reed String Item ID = 8046;
    Tar Bucket Item ID = 8002;
    Tribe Pants Item ID = 8007;
    Tribe Spear Item ID = 8008;
    Valonite Axe Item ID = 10014;
    Valonite Boots Item ID = 9011;
    Valonite Helm Item ID = 9008;
    Valonite Legs Item ID = 9010;
    Valonite Pickaxe Item ID = 10013;
    Valonite Plate Item ID = 9009;
    Valonite Shard Item ID = 8017;
    Valonite Shovel Item ID = 10012;
    Valonite Sword Item ID = 10015;
    Weed Wood Axe Item ID = 10002;
    Weed Wood Pickaxe Item ID = 10001;
    Weed Wood Shovel Item ID = 10000;
    Weed Wood Stick Item ID = 8045;
    Weed Wood Sword Item ID = 10003;
    Wight Heartd Item ID = 8035;
    Yellow Fungus Item ID = 8034;
    Yellow Shell Item ID = 8029;
    #=======================================================================================#
    #=======================================================================================#
    # mob id
    Angler MobID = 500;
    Blood Snail MobID = 504;
    Bronze Idol MobID = 508;
    Crocodile MobID = 514;
    Gold Idol MobID = 510;
    Leech MobID = 515;
    Mire Snail MobID = 503;
    Mud Golem MobID = 507;
    Prime Wight MobID = 513;
    Silver Idol MobID = 509;
    Sludge MobID = 505;
    Snapper MobID = 512;
    Sporeling MobID = 506;
    Swamp Hag MobID = 502;
    Tar Beast MobID = 511;
    Wight MobID = 501;
    #=======================================================================================#
    #=======================================================================================#
    # mob properties
    Block Heal Amount = 20;
    Sludge Size = 2;
    Tree Gen = 5;
    #=======================================================================================#
    #=======================================================================================#
    # mob spawn
    Drop Blocks = true;
    Fast Mode = false;
    Spawn Angler = true;
    Spawn Blood Snail = true;
    Spawn Crocodile = true;
    Spawn Idols = true;
    Spawn Leech = true;
    Spawn Mire Snail = true;
    Spawn Mudgolem = true;
    Spawn Prime Wight = true;
    Spawn Sludge = true;
    Spawn Snapper = true;
    Spawn Sporling = true;
    Spawn Swamp Hag = true;
    Spawn Tar Beast = true;
    Spawn Wight = true;
    #=======================================================================================#
    Posted in: Minecraft Mods
  • 0

    posted a message on Colored Light! (originally the 'Colored Glass!' topic)
    i can get it working for 1.7.3 and maby 1.8 but if you wanted a higher you need to recode the whole lighting system making it not vary compatibal with any mods
    Posted in: Suggestions
  • 0

    posted a message on The Betweenlands ~ "A dark, hostile environment..." v2.0.2 [09/03/17] NUMEROUS BUG FIXES AND TWEAKS
    Quote from Matheusgta321

    Good Work Friend! But Now You Will Need To Rebulit-it To The 1.3.1 :P


    yes i dont think it will be to bad but we will have to w8 till mc forge come out for 1.3.1

    Quote from GreenBean0

    Will the following mods still work with this mod, or cant you tell yet? :huh:
    Mo' Creatures
    AtmosMobs
    ExtraBiomesXL
    Coralreef Mod


    if they are forge then they sould work fine
    Posted in: Minecraft Mods
  • 1

    posted a message on The Betweenlands ~ "A dark, hostile environment..." v2.0.2 [09/03/17] NUMEROUS BUG FIXES AND TWEAKS
    look what i have just finished

    Posted in: Minecraft Mods
  • 0

    posted a message on Dokucraft, The Saga Continues.
    Hi all i have been working on a big mod called The Betweenlands and i wonderd if you would like to texture it

    if you do i will put up a rar file with all the texture in it

    here a link to the mod

    http://www.minecraft...le-environment/

    also do you need anything added to the download gui

    thanks fish2
    Posted in: Resource Packs
  • 0

    posted a message on The Betweenlands ~ "A dark, hostile environment..." v2.0.2 [09/03/17] NUMEROUS BUG FIXES AND TWEAKS
    Quote from calebmanley

    FISH2!
    I now know how to code a dimension using forge alone!
    We will no longer need the DimensionAPI!

    Still figuring out how to have a delay on teleportation and the swirly screen when entering the portal block.


    ooo nice dose forge also work the portal as well and dose this way edit base files.

    Thanks every one it is my pleasure and I think as a community and team we can make this mod go far and wide :)
    Posted in: Minecraft Mods
  • 0

    posted a message on The Betweenlands ~ "A dark, hostile environment..." v2.0.2 [09/03/17] NUMEROUS BUG FIXES AND TWEAKS
    just a little update

    we are now working on the wiki for this mod i have also finished up a lot more blocks and we have now got moplants on the team

    thanks fish2
    Posted in: Minecraft Mods
  • 0

    posted a message on The Betweenlands ~ "A dark, hostile environment..." v2.0.2 [09/03/17] NUMEROUS BUG FIXES AND TWEAKS
    Quote from stealthgert

    Hi dudes!

    I`m working still on my texturepack for the mod...

    So im working big progress everyday!
    And i want to let you guys see that!!

    So is the list what i have done so far!:

    All the Terrain blocks (Not all of the tree... but that has got a good reason!)
    All the Mobs
    All the GUI
    The most of the Entitys
    The most of the Armor
    A few Items
    And i have made a Alternative.png file!

    And here are the terrain.png file, Alternative.png file and the items.png file for what i have made now!:







    Here you go guys!
    I hope you guys enjoy this...!

    And maby you can give a comment back about the items or alternative blocks or terrain what i need to change etc.!
    Or a comment like: OMFG THIS IS AMAZING ****!! or i dont think it is really nice...
    Leave a comment please and i will read that!!

    nice on good job love the skulls
    Posted in: Minecraft Mods
  • 0

    posted a message on Entity Block States
    Hi i am working on a block which uses a model and TileEntity and i want to be able to change its texture when it is active i can get it to change its texture but it changes all the blocks in the world to that texture.

    some how i think i need to make TileEntity to update every tick and check if the one block is active and if it is change the texture for that block only but i don't know how to do that

    TileEntityLanternRenderer
    package TheBetweenlands;
    
    import net.minecraft.src.Block;
    import net.minecraft.src.TileEntity;
    import net.minecraft.src.TileEntitySpecialRenderer;
    import net.minecraft.src.mod_TheBL;
    
    import org.lwjgl.opengl.GL11;
    import org.lwjgl.opengl.GL12;
    
    public class TileEntityLanternRenderer extends TileEntitySpecialRenderer
    {
        private ModelLantern model;
    
        public TileEntityLanternRenderer()
        {
            model = new ModelLantern();  
        }
    
        public void renderAModelAt(TileEntityLantern tile, double d, double d1, double d2, float f)
        {
            int i = 0;
            int j = 0;
            
            if (tile.worldObj == null)
    	    {
    			    i = tile.getBlockMetadata();
    	    }
    
           				 if (i == 0)
           				 {
           						 j = 0;
           				 }
    
           				 if (i == 1)
           				 {
           						 j = 90;
           				 }
    
           				 if (i == 2)
           				 {
           						 j = 180;
           				 }
    
           				 if (i == 3)
           				 {
           						 j = 270;
           				 }
            bindTextureByName(BlockLantern.blocktexture); //texture
            GL11.glPushMatrix(); //start
            GL11.glTranslatef((float)d + 0.5F, (float)d1 + 1.5F, (float)d2 + 0.5F); //size
            GL11.glRotatef(j, 0.0F, 1.0F, 0.0F); //rotate based on metadata
            GL11.glScalef(1.0F, -1F, -1F); //if you read this comment out this line and you can see what happens
            model.renderModel(0.0625F); //renders and yes 0.0625 is a random number
            GL11.glPopMatrix(); //end
    
        }
    
        public void renderTileEntityAt(TileEntity tileentity, double d, double d1, double d2, float f)
        {
            renderAModelAt((TileEntityLantern) tileentity, d, d1, d2, f); //where to render
        }
    }


    TileEntityLantern

    package TheBetweenlands;
    
    import cpw.mods.fml.client.FMLClientHandler;
    import cpw.mods.fml.common.FMLCommonHandler;
    
    import net.minecraft.src.Block;
    import net.minecraft.src.EntityPlayer;
    import net.minecraft.src.IInventory;
    import net.minecraft.src.Item;
    import net.minecraft.src.ItemBlock;
    import net.minecraft.src.ItemStack;
    import net.minecraft.src.Material;
    import net.minecraft.src.NBTTagCompound;
    import net.minecraft.src.NBTTagList;
    import net.minecraft.src.TileEntity;
    import net.minecraft.src.forge.ForgeHooks;
    import net.minecraft.src.forge.ISidedInventory;
    
    public class TileEntityLantern extends TileEntity implements IInventory, ISidedInventory
    {
    public TileEntityLantern(){
    
    }
    private ItemStack[] lanternItemStacks = new ItemStack[3];
    public int lanternBurnTime = 0;
    public int currentItemBurnTime = 0;
    
    public int getSizeInventory()
    {
    	 return this.lanternItemStacks.length;
    }
    
    public ItemStack getStackInSlot(int par1)
    {
    	 return this.lanternItemStacks[par1];
    }
    
    public int getBlockMetadata()
    {
    	 if (this.blockMetadata == -1)
    	 {
    		 this.blockMetadata = this.worldObj.getBlockMetadata(this.xCoord, this.yCoord, this.zCoord);
    	 }
    
    	 return this.blockMetadata;
    }
    
    
    /**
    	 * Decrease the size of the stack in slot (first int arg) by the amount of the second int arg. Returns the new
    	 * stack.
    	 */
    public ItemStack decrStackSize(int par1, int par2)
    {
    	 if (this.lanternItemStacks[par1] != null)
    	 {
    		 ItemStack var3;
    
    		 if (this.lanternItemStacks[par1].stackSize <= par2)
    		 {
    			 var3 = this.lanternItemStacks[par1];
    			 this.lanternItemStacks[par1] = null;
    			 return var3;
    		 }
    		 else
    		 {
    			 var3 = this.lanternItemStacks[par1].splitStack(par2);
    
    			 if (this.lanternItemStacks[par1].stackSize == 0)
    			 {
    				 this.lanternItemStacks[par1] = null;
    			 }
    
    			 return var3;
    		 }
    	 }
    	 else
    	 {
    		 return null;
    	 }
    }
    
    /**
    	 * When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
    	 * like when you close a workbench GUI.
    	 */
    public ItemStack getStackInSlotOnClosing(int par1)
    {
    	 if (this.lanternItemStacks[par1] != null)
    	 {
    		 ItemStack var2 = this.lanternItemStacks[par1];
    		 this.lanternItemStacks[par1] = null;
    		 return var2;
    	 }
    	 else
    	 {
    		 return null;
    	 }
    }
    
    /**
    	 * Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
    	 */
    public void setInventorySlotContents(int par1, ItemStack par2ItemStack)
    {
    	 this.lanternItemStacks[par1] = par2ItemStack;
    
    	 if (par2ItemStack != null && par2ItemStack.stackSize > this.getInventoryStackLimit())
    	 {
    		 par2ItemStack.stackSize = this.getInventoryStackLimit();
    	 }
    }
    
    /**
    	 * Returns the name of the inventory.
    	 */
    public String getInvName()
    {
    	 return "Lantern";
    }
    
    /**
    	 * Reads a tile entity from NBT.
    	 */
    public void readFromNBT(NBTTagCompound par1NBTTagCompound)
    {
    	 super.readFromNBT(par1NBTTagCompound);
    	 NBTTagList var2 = par1NBTTagCompound.getTagList("Items");
    	 this.lanternItemStacks = new ItemStack[this.getSizeInventory()];
    
    	 for (int var3 = 0; var3 < var2.tagCount(); ++var3)
    	 {
    		 NBTTagCompound var4 = (NBTTagCompound)var2.tagAt(var3);
    		 byte var5 = var4.getByte("Slot");
    
    		 if (var5 >= 0 && var5 < this.lanternItemStacks.length)
    		 {
    			 this.lanternItemStacks[var5] = ItemStack.loadItemStackFromNBT(var4);
    		 }
    	 }
    
    	 this.lanternBurnTime = par1NBTTagCompound.getShort("BurnTime");
    	 this.currentItemBurnTime = getItemBurnTime(this.lanternItemStacks[1]);
    }
    
    /**
    	 * Writes a tile entity to NBT.
    	 */
    public void writeToNBT(NBTTagCompound par1NBTTagCompound)
    {
    	 super.writeToNBT(par1NBTTagCompound);
    	 par1NBTTagCompound.setShort("BurnTime", (short)this.lanternBurnTime);
    	 NBTTagList var2 = new NBTTagList();
    
    	 for (int var3 = 0; var3 < this.lanternItemStacks.length; ++var3)
    	 {
    		 if (this.lanternItemStacks[var3] != null)
    		 {
    			 NBTTagCompound var4 = new NBTTagCompound();
    			 var4.setByte("Slot", (byte)var3);
    			 this.lanternItemStacks[var3].writeToNBT(var4);
    			 var2.appendTag(var4);
    		 }
    	 }
    
    	 par1NBTTagCompound.setTag("Items", var2);
    }
    
    /**
    	 * Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't
    	 * this more of a set than a get?*
    	 */
    public int getInventoryStackLimit()
    {
    	 return 64;
    }
    
    /**
    	 * Returns an integer between 0 and the passed value representing how much burn time is left on the current fuel
    	 * item, where 0 means that the item is exhausted and the passed value means that the item is fresh
    	 */
    public int getBurnTimeRemainingScaled(int par1)
    {
    	 if (this.currentItemBurnTime == 0)
    	 {
    		 this.currentItemBurnTime = 200;
    	 }
    
    	 return this.lanternBurnTime * par1 / this.currentItemBurnTime;
    }
    
    public boolean isBurning()
    {
    	 return this.lanternBurnTime > 0;
    }
    
    public void updateEntity()
    {
    	 boolean var1 = this.lanternBurnTime > 0;
    	 boolean var2 = false;
    
    	 if (this.lanternBurnTime > 0)
    	 {
    		 --this.lanternBurnTime;
    	 }
    
    	 if (!this.worldObj.isRemote)
    	 {
    		 if (this.lanternBurnTime == 0 && this.canSmelt())
    		 {
    			 this.currentItemBurnTime = this.lanternBurnTime = getItemBurnTime(this.lanternItemStacks[1]);
    
    			 if (this.lanternBurnTime > 0)
    			 {
    				 var2 = true;
    
    				 if (this.lanternItemStacks[1] != null)
    				 {
    					 --this.lanternItemStacks[1].stackSize;
    
    					 if (this.lanternItemStacks[1].stackSize == 0)
    					 {
    						 this.lanternItemStacks[1] = null;
    					 }
    				 }
    			 }
    		 }
    		 if (var1 != this.lanternBurnTime > 0)
    		 {
    			 var2 = true;
    			 BlockLantern.updateLanternBlockState(this.lanternBurnTime > 0, this.worldObj, this.xCoord, this.yCoord, this.zCoord);
    		 }
    	 }
    
    	 if (var2)
    	 {
    		 this.onInventoryChanged();
    	 }
    }
    
    /**
    	 * Returns true if the lantern can smelt an item, i.e. has a source item, destination stack isn't full, etc.
    	 */
    private boolean canSmelt()
    {
    	 if (this.lanternItemStacks[0] == null)
    	 {
    		 return true;
    	 }
    return true;
    }
    
    public static int getItemBurnTime(ItemStack par1ItemStack)
    {
    	 if (par1ItemStack == null)
    	 {
    		 return 0;
    	 }
    	 else
    	 {
    		 int var1 = par1ItemStack.getItem().shiftedIndex;
    		 if (par1ItemStack.getItem() instanceof ItemBlock && Block.blocksList[var1].blockMaterial == Material.wood) return 300;
    		 if (var1 == Item.stick.shiftedIndex) return 100;
    		 if (var1 == Item.coal.shiftedIndex) return 1600;
    		 if (var1 == Item.bucketLava.shiftedIndex) return 20000;
    		 if (var1 == Block.sapling.blockID) return 100;
    		 if (var1 == Item.blazeRod.shiftedIndex) return 2400;
    		 int ret = ForgeHooks.getItemBurnTime(par1ItemStack);
    		 if (ret > 0)
    		 {
    			 return ret;
    		 }
    		 return FMLCommonHandler.instance().fuelLookup(var1, par1ItemStack.getItemDamageForDisplay());
    	 }
    }
    
    /**
    	 * Return true if item is a fuel source (getItemBurnTime() > 0).
    	 */
    public static boolean isItemFuel(ItemStack par0ItemStack)
    {
    	 return getItemBurnTime(par0ItemStack) > 0;
    }
    
    /**
    	 * Do not make give this method the name canInteractWith because it clashes with Container
    	 */
    public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
    {
    	 return this.worldObj.getBlockTileEntity(this.xCoord, this.yCoord, this.zCoord) != this ? false : par1EntityPlayer.getDistanceSq((double)this.xCoord + 0.5D, (double)this.yCoord + 0.5D, (double)this.zCoord + 0.5D) <= 64.0D;
    }
    
    public void openChest() {}
    
    public void closeChest() {}
    
    @Override
    public int getStartInventorySide(int side)
    {
    	 if (side == 0) return 1;
    	 if (side == 1) return 0;
    	 return 2;
    }
    
    @Override
    public int getSizeInventorySide(int side)
    {
    	 return 1;
    }
    }


    BlockLantern
    package TheBetweenlands;
    import java.util.Random;
    import net.minecraft.src.AxisAlignedBB;
    import net.minecraft.src.Block;
    import net.minecraft.src.BlockContainer;
    import net.minecraft.src.EntityLiving;
    import net.minecraft.src.EntityPlayer;
    import net.minecraft.src.GuiFurnace;
    import net.minecraft.src.IBlockAccess;
    import net.minecraft.src.Material;
    import net.minecraft.src.MathHelper;
    import net.minecraft.src.ModLoader;
    import net.minecraft.src.TileEntity;
    import net.minecraft.src.TileEntityFurnace;
    import net.minecraft.src.World;
    import net.minecraft.src.mod_TheBL;
    public class BlockLantern extends BlockContainer
    {
    public static boolean isActive = false;
    private static boolean keepLanternInventory = false;
    public static boolean lantenon = false;
    public static String blocktexture;
    private Class anEntityClass;
    public BlockLantern(int i, int j, Class class1, boolean par2, String Texture)
    {
    super(i, j, Material.cloth);
    this.isActive = par2;
    anEntityClass = class1;
    blocktexture = Texture;
    }
    public void onBlockPlaced(World world, int i, int j, int k, int l)
    {
    	 EntityPlayer par5EntityPlayer = ModLoader.getMinecraftInstance().thePlayer;
    		 int p = MathHelper.floor_double((double)((par5EntityPlayer.rotationYaw * 4F) / 360F) + 0.5D) & 3; //this is a smart equation
    	 byte byte0 = 3;
    					
    					
    									 if (p == 0)
    									 {
    													 byte0 = 4;
    									 }
    									 if (p == 1)
    									 {
    													 byte0 = 3;
    									 }
    									 if (p == 2)
    									 {
    													 byte0 = 2;
    									 }
    									 if (p == 3)
    									 {
    													 byte0 = 1;
    									 }
    									 world.setBlockMetadataWithNotify(i, j, k, byte0);
    	 }
    
    public int idDropped(int par1, Random par2Random, int par3)
    {
    return mod_TheBL.Lantern.blockID;
    }
    
    public void onBlockAdded(World par1World, int par2, int par3, int par4)
    {
    	 super.onBlockAdded(par1World, par2, par3, par4);
    }
    
    public int quantityDropped(Random random)
    {
    return 1;
    }
    
    public boolean isOpaqueCube()
    {
    return false;
    }
    
    public boolean renderAsNormalBlock()
    {
    return false;
    }
    
    public int getRenderType()
    {
    return mod_TheBL.RenderLanternID;
    }
    
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int i, int j, int k)
    {
    	 float f = 0.3F;
    	 return AxisAlignedBB.getBoundingBoxFromPool((float)i + f, j, (float)k + f, (float)(i + 1) - f, j + 1 - 0.3, (float)(k + 1) - f);
    }
    public AxisAlignedBB getSelectedBoundingBoxFromPool(World world, int i, int j, int k)
    {
    	 float f = 0.3F;
    	 return AxisAlignedBB.getBoundingBoxFromPool((float)i + f, j, (float)k + f, (float)(i + 1) - f, j + 1 - 0.3, (float)(k + 1) - f);
    }
    
    public boolean blockActivated(World par1World, int i, int j, int k, EntityPlayer par5EntityPlayer)
    {
    	 if (par1World.isRemote)
    	 {
    		 return true;
    	 }
    	 else
    	 {
    		 TileEntityLantern tileentitylantern = (TileEntityLantern)par1World.getBlockTileEntity(i, j, k);
    ModLoader.openGUI(par5EntityPlayer, new GuiLantern(par5EntityPlayer.inventory, tileentitylantern));
    return true;
    	 }
    }
    public static void updateLanternBlockState(boolean par0, World par1World, int par2, int par3, int par4)
    {
    int var5 = par1World.getBlockMetadata(par2, par3, par4);
    TileEntity var6 = par1World.getBlockTileEntity(par2, par3, par4);
    System.out.println(isActive);
    keepLanternInventory = true;
    if (par0)
    {
    par1World.setBlockWithNotify(par2, par3, par4, mod_TheBL.LanternOn.blockID);
    lantenon = true;
    }
    else
    {
    par1World.setBlockWithNotify(par2, par3, par4, mod_TheBL.Lantern.blockID);
    lantenon = false;
    }
    keepLanternInventory = false;
    par1World.setBlockMetadataWithNotify(par2, par3, par4, var5);
    if (var6 != null)
    		 {
    			 var6.validate();
    			 par1World.setBlockTileEntity(par2, par3, par4, var6);
    		 }
    }
    public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving)
    {
    	 int var6 = MathHelper.floor_double((double)(par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
    	 if (var6 == 0)
    	 {
    		 par1World.setBlockMetadataWithNotify(par2, par3, par4, 2);
    	 }
    	 if (var6 == 1)
    	 {
    		 par1World.setBlockMetadataWithNotify(par2, par3, par4, 5);
    	 }
    	 if (var6 == 2)
    	 {
    		 par1World.setBlockMetadataWithNotify(par2, par3, par4, 3);
    	 }
    	 if (var6 == 3)
    	 {
    		 par1World.setBlockMetadataWithNotify(par2, par3, par4, 4);
    	 }
    }
    
    public TileEntity getBlockEntity()
    {
    return new TileEntityLantern();
    }
    }
    Posted in: Modification Development
  • 0

    posted a message on The Betweenlands ~ "A dark, hostile environment..." v2.0.2 [09/03/17] NUMEROUS BUG FIXES AND TWEAKS
    just to update you all i am working now on most of the items and block in the week and mobs on the week end as i have more time then also i have now hit 1220 lines of code in my main class lol and made 90+ class file so far !!!

    no screenshot for you today soz
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7][Forge](19/2/13) Ducky's Modding Tutorials! Make Your Blocks NICE!
    i have the same problem as firefly im not shore what it is i think it is were it is tring to find the meta when it is in inventory but im not shore how to fix it
    Posted in: Tutorials
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