Hey uhm sry for asking that rude, but could you maybe do a version not for BTW but for normal minecraft? Maybe just the fruit trees and the fruits because I love this but i don´t want BTW
Sorry, but I don't want to spend time making and testing a version that I will not even use.
The SimplyID system looks very useful and I am planning on using it in the next version of my mod. However, I have a question:
How does SimplyID handle entities in unloaded chunks? Consider this scenario: I make an entity called SturdyBoat and spawn two of them in game. SimplyID assigns them the IDs "SturdyBoat01" and "SturdyBoat02". I ride SturdyBoat02 to a distant chunk while leaving SturdyBoat01 in place. When I exit and reload the game, the chunk containing SturdyBoat01 is no longer loaded. I spawn a new SturdyBoat. Does this new boat get ID "SturdyBoat01" or "SturdyBoat03"? If it gets "SturdyBoat01", what happens when the old "SturdyBoat01" is loaded?
On a MAC, converting into a folder works fine for all other mods I've tested, MC seems to be able to recognize a folder. 7-zip and Winrar don't exist for MAC, I'm pretty sure, and I seem to never need META-INF deleted on MAC. (Anyway, again, deleting didn't help.)
The Modloader thread has some instructions on installing mods on a Mac. Try that.
I'm trying to make my mod add its own recipes to CraftGuide and it works fine in MCP, but when I reobfuscate and try running the game, I get this:
Mods loaded: 8
ModLoader 1.2.5
mod_FCBetterThanWolves 3.70
mod_CraftGuide 1.4.3 for Minecraft 1.2.3
mod_SVChisel 1.5
mod_SVFruit 1.5
mod_SVJuice 1.5
mod_SVSensors 1.5
mod_SVUtils 1.5
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT d8ddaf03 --------
Generated 6/1/12 4:30 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 9400/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NoClassDefFoundError: CraftGuide/API/ICraftGuideRecipe$ICraftGuideRecipe$ItemSlot
at SVJuiceRecipes.<init>(SVJuiceRecipes.java:11)
at mod_SVJuice.load(mod_SVJuice.java:32)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:273)
at net.minecraft.client.Minecraft.run(SourceFile:657)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: CraftGuide.API.ICraftGuideRecipe$ICraftGuideRecipe$ItemSlot
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 9 more
--- END ERROR REPORT dcf72221 ----------
Here's my code:
package net.minecraft.src;
import CraftGuide.API.CraftGuideAPIObject;
import CraftGuide.API.IRecipeGenerator;
import CraftGuide.API.IRecipeProvider;
import CraftGuide.API.ICraftGuideRecipe.ItemSlot;
import CraftGuide.API.IRecipeTemplate;
public class SVJuiceRecipes extends CraftGuideAPIObject implements IRecipeProvider {
private final ItemSlot[] slots = new ItemSlot[] { new ItemSlot(13, 21, 16, 16, 0, true), new ItemSlot(50, 21, 16, 16, 1) };
@Override
public void generateRecipes(IRecipeGenerator generator) {
IRecipeTemplate template = generator.createRecipeTemplate(slots, new ItemStack(mod_SVJuice.blockJuiceMaker), "/SVTex/craftGuide.png", 1, 1,
82, 1);
ItemStack[] appleRecipe = new ItemStack[] { new ItemStack(Item.appleRed, 16),
new ItemStack(mod_SVJuice.itemJuiceBottle, 1, mod_SVFruit.APPLE_META) };
ItemStack[] orangeRecipe = new ItemStack[] { new ItemStack(mod_SVFruit.itemOrange, 8),
new ItemStack(mod_SVJuice.itemJuiceBottle, 1, mod_SVFruit.ORANGE_META) };
ItemStack[] grapeRecipe = new ItemStack[] { new ItemStack(mod_SVFruit.itemGrape, 12),
new ItemStack(mod_SVJuice.itemJuiceBottle, 1, mod_SVFruit.GRAPE_META) };
ItemStack[] bananaRecipe = new ItemStack[] { new ItemStack(mod_SVFruit.itemBanana, 32),
new ItemStack(mod_SVJuice.itemJuiceBottle, 1, mod_SVFruit.BANANA_META) };
generator.addRecipe(template, appleRecipe);
generator.addRecipe(template, orangeRecipe);
generator.addRecipe(template, grapeRecipe);
generator.addRecipe(template, bananaRecipe);
}
}
Thanks, sargunster, that did the job! Kicking myself now, I spent forever trying various edits of that particular segment of code to no avail haha. Thanks a lot :).
Major props on releasing your own mod man! Very cool stuff
Thanks.
------------
I just released a new update to the mod. Most of the new features are for BTW users. It adds some high efficiency recipes, the ability to melt down the iron in the juice maker, and the ability to turn fish into fertilizer in the stewing pot. It also changes the way the config file is handled. Make sure to fix your configs before loading your world if you already used the mod before version 1.2. I'll be updating the OP with the new recipes soon.
EDIT: Just reuploaded the "complete" zip because it was missing some files. If you downloaded it and got an error, redownload.
Wow that is really really cool sarg. I am really looking forward to the BTW release. This is a really original way of dealing with inventories. Good job!
Thanks!
-----------
Version 1.1 is released.
Changelog:
Added ability to activate the Juice Maker with Better Than Wolves mechanical power.
Added the new SVSensors module.
Added weight sensors.
Fruit now falls off the tree after some time
Fertilizer used on a grass block will (rarely) yield fruit saplings
Added recipes to convert slabs back to full blocks
Fixed crash when right clicking a Juice Container with an empty hand
Fixed problem with items not showing up correctly in NEI or TMI
This is a very clever mod. I look forward to trying it out with BTW.
So, is this a picture of two juicers side by side?
It's the weight sensor coming in the next release. The stone version outputs a Redstone signal when the inventory above it is full, and the wooden one outputs a signal when the inventory above it is not empty. It also works with juice containers and vanilla cauldrons.
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Sorry, but I don't want to spend time making and testing a version that I will not even use.
0
How does SimplyID handle entities in unloaded chunks? Consider this scenario: I make an entity called SturdyBoat and spawn two of them in game. SimplyID assigns them the IDs "SturdyBoat01" and "SturdyBoat02". I ride SturdyBoat02 to a distant chunk while leaving SturdyBoat01 in place. When I exit and reload the game, the chunk containing SturdyBoat01 is no longer loaded. I spawn a new SturdyBoat. Does this new boat get ID "SturdyBoat01" or "SturdyBoat03"? If it gets "SturdyBoat01", what happens when the old "SturdyBoat01" is loaded?
0
The Modloader thread has some instructions on installing mods on a Mac. Try that.
0
0
Here's my code:
Could someone help me out?
0
I'll be posting screenshots and recipes for the color sensors later today.EDIT: Done.
0
0
http://www.sargunster.com/btwforum/viewtopic.php?f=3&t=4274
In other news, this mod is no longer a WIP and is now a Released Mod!
0
0
No problem.
1
to this:
EDIT: If that doesn't work, then try this instead:
0
Thanks.
------------
I just released a new update to the mod. Most of the new features are for BTW users. It adds some high efficiency recipes, the ability to melt down the iron in the juice maker, and the ability to turn fish into fertilizer in the stewing pot. It also changes the way the config file is handled. Make sure to fix your configs before loading your world if you already used the mod before version 1.2. I'll be updating the OP with the new recipes soon.
EDIT: Just reuploaded the "complete" zip because it was missing some files. If you downloaded it and got an error, redownload.
1
Thanks!
-----------
Version 1.1 is released.
Changelog:
Added ability to activate the Juice Maker with Better Than Wolves mechanical power.
Added the new SVSensors module.
Added weight sensors.
Fruit now falls off the tree after some time
Fertilizer used on a grass block will (rarely) yield fruit saplings
Added recipes to convert slabs back to full blocks
Fixed crash when right clicking a Juice Container with an empty hand
Fixed problem with items not showing up correctly in NEI or TMI
0
I'll put out the new release as soon as I make a thread on the BTW forums.
0
It's the weight sensor coming in the next release. The stone version outputs a Redstone signal when the inventory above it is full, and the wooden one outputs a signal when the inventory above it is not empty. It also works with juice containers and vanilla cauldrons.