Jump to content

Help
Latest News Article

[API] Minecraft Forge


4886 replies to this topic

#2481

    DiEvAl

    Lapis Lazuli Collector

  • Members
  • 1137 posts
  • Location: GMT+2
  • Minecraft: DiEAl

Posted 23 November 2011 - 08:06 PM

Hi. I want my entity to have custom bounding box (which is not a box, but a very complex concave body). I'm not sure what is the best way to do it, but I would do it like this:

1) Create a new method in Entity and copy lines 138 - 144 (in 1.8.1) of EntityRenderer there.
2) Replace those lines in EntityRenderer with calling the method you created in step 1.
3) In my own entity just override that method.

I don't want to edit 2 base classes, so can you please add this to Forge?
  • 1) You are on the internet.
  • 2) You are on minecraftforum.net.
  • 3) You are reading DiEvAl's sig.
  • 5) You didn't notice that there is no 4.
  • 6) You just checked it.

Register or log in to remove.

#2482

Posted 23 November 2011 - 08:20 PM

Can you make it compatible so that this lr.class file doesn't conflict? http://www.mediafire...5eowb3e33e8ebzz

#2483

    Neverz

    Out of the Water

  • Members
  • 4 posts

Posted 24 November 2011 - 03:08 AM

Yo Toad I'm having problems with the 1.8.1 version. I'm trying to install Pam's mods but every time i put Forge in whether its a completely clean .minecraft or with mods it blackscreens with Forge.

#2484

  • Location: USA
  • Minecraft: Coupon22

Posted 24 November 2011 - 01:30 PM

Is there anyway you could add a hook for FOV modifier? For example, making custom bows without editing the entityplayersp class to add the FOV.
Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image

#2485

Posted 24 November 2011 - 04:25 PM

I don't know how hard this would be, but it would be a big help to my new mod if you could make it possible to use items with specific damage value(eg, dye) in a Smelting recipe, it's possible to have it as the output, but not the input.

If you can that would be great, thanks.

P.S
Loving this.

#2486

    DiEvAl

    Lapis Lazuli Collector

  • Members
  • 1137 posts
  • Location: GMT+2
  • Minecraft: DiEAl

Posted 24 November 2011 - 05:05 PM

View PostDiEvAl, on 23 November 2011 - 08:06 PM, said:

Hi. I want my entity to have custom bounding box (which is not a box, but a very complex concave body). I'm not sure what is the best way to do it, but I would do it like this:

1) Create a new method in Entity and copy lines 138 - 153 (in 1.8.1) of EntityRenderer there.
2) Replace those lines in EntityRenderer with calling the method you created in step 1.
3) In my own entity just override that method.

I don't want to edit 2 base classes, so can you please add this to Forge?
Here is code that I changed:
EntityRenderer (commented some code and added a single line after comment):
        for(int i = 0; i < list.size(); i++)
        {
            Entity entity = (Entity)list.get(i);
            /*if(!entity.canBeCollidedWith())
            {
                continue;
            }
            float f2 = entity.getCollisionBorderSize();
            AxisAlignedBB axisalignedbb = entity.boundingBox.expand(f2, f2, f2);
            MovingObjectPosition movingobjectposition = axisalignedbb.func_1169_a(vec3d, vec3d2);
            if(axisalignedbb.isVecInside(vec3d))
            {
                if(0.0D < d2 || d2 == 0.0D)
                {
                    pointedEntity = entity;
                    d2 = 0.0D;
                }
                continue;
            }*/
            MovingObjectPosition movingobjectposition = entity.intersectWithSegment(vec3d, vec3d2);
            if(movingobjectposition == null)
            {
                continue;
            }
            double d3 = vec3d.distanceTo(movingobjectposition.hitVec);
            if(d3 < d2 || d2 == 0.0D)
            {
                pointedEntity = entity;
                d2 = d3;
            }
        }
Entity (added a new method):
    
    public MovingObjectPosition intersectWithSegment(Vec3D start, Vec3D end) {
        if(!canBeCollidedWith())
        {
            return null;
        }
        float bordersize = getCollisionBorderSize();
        AxisAlignedBB axisalignedbb = boundingBox.expand(bordersize, bordersize, bordersize);
        if(axisalignedbb.isVecInside(start))
        {
        	return new MovingObjectPosition(0, 0, 0, 0, start);
        }
        else
        {
        	return axisalignedbb.func_1169_a(start, end);
        }
    }

  • 1) You are on the internet.
  • 2) You are on minecraftforum.net.
  • 3) You are reading DiEvAl's sig.
  • 5) You didn't notice that there is no 4.
  • 6) You just checked it.

#2487

  • Location: West Coast, USA
  • Minecraft: CovertJaguar

Posted 24 November 2011 - 06:53 PM

View PostCoupon22, on 24 November 2011 - 01:30 PM, said:

Is there anyway you could add a hook for FOV modifier? For example, making custom bows without editing the entityplayersp class to add the FOV.

I too would like this for my high speed rails.

View PostBeardedcow, on 24 November 2011 - 04:25 PM, said:

I don't know how hard this would be, but it would be a big help to my new mod if you could make it possible to use items with specific damage value(eg, dye) in a Smelting recipe, it's possible to have it as the output, but not the input.

If you can that would be great, thanks.

P.S
Loving this.

Already exists:
FurnaceRecipes.smelting().addSmelting(itemId, meta, outputStack);

Posted Image

#2488

Posted 24 November 2011 - 07:22 PM

I just wanted to officially announce that I am withdrawing support for the Forge and will begin the process of removing its use from Better Than Wolves.

While I still believe in the vision behind the Forge, creative differences with a key team member that run counter to the collaborative spirit of this project, and the increasingly invasive nature of the changes made by the API to the Minecraft code-base, have resulted in a situation that I am not at all comfortable with.

During the transition, I will likely be distributing a heavily modified and trimmed-down version of the Forge with Better Than Wolves for MC 1.0, along with the source for those changes as per the Forge licensing agreement. With successive releases, I'll be removing remaining dependencies until the mod is completely detached from the API.

My apologies in advance for the incompatibilities that this will inevitably cause with your mods. It is a very unfortunate situation from which I believe it is simply best to extricate myself for my own peace of mind.
Better Than Wolves: Official Thread

#2489

    manunas

    Zombie Killer

  • Members
  • 204 posts
  • Location: Greece
  • Minecraft: vashalkias

Posted 24 November 2011 - 08:24 PM

i got black screen please help , i deleted metaINF and i got modloader .
Posted Image

#2490

Posted 24 November 2011 - 08:30 PM

View PostFlowerChild, on 24 November 2011 - 07:22 PM, said:

I just wanted to officially announce that I am withdrawing support for the Forge and will begin the process of removing its use from Better Than Wolves.

While I still believe in the vision behind the Forge, creative differences with a key team member that run counter to the collaborative spirit of this project, and the increasingly invasive nature of the changes made by the API to the Minecraft code-base, have resulted in a situation that I am not at all comfortable with.

During the transition, I will likely be distributing a heavily modified and trimmed-down version of the Forge with Better Than Wolves for MC 1.0, along with the source for those changes as per the Forge licensing agreement. With successive releases, I'll be removing remaining dependencies until the mod is completely detached from the API.

My apologies in advance for the incompatibilities that this will inevitably cause with your mods. It is a very unfortunate situation from which I believe it is simply best to extricate myself for my own peace of mind.

From what I remember of your interviews, you are a very principled person and this comes as no surprise. Not that I'm saying that's a bad thing.

While obviously there will be growing pains with you moving BTW off Forge, in the long term will you be continuing working to your philosophy of keeping Better Than Wolves compatible with as many other mods as possible? I was playing it with Buildcraft and several of the "Good Mixers" on the BTW Wiki and it worked so beautifully.

#2491

Posted 24 November 2011 - 08:50 PM

View PostMionface, on 24 November 2011 - 08:30 PM, said:

While obviously there will be growing pains with you moving BTW off Forge, in the long term will you be continuing working to your philosophy of keeping Better Than Wolves compatible with as many other mods as possible? I was playing it with Buildcraft and several of the "Good Mixers" on the BTW Wiki and it worked so beautifully.

For the time being it should be assumed that BTW will be compatible with *nothing* and will exist only as a standalone mod.

I realize that this is unfortunate, and I will see what I can do in the future in this regard (especially if/when the mod API is released), but for the time being I feel that I need to focus on my mod and its functionality independent of others.

I would ask folks to please post any further inquiries about this matter in the BTW thread, as I do not want to completely derail this topic and will likely not be checking back here again.
Better Than Wolves: Official Thread

#2492

Posted 25 November 2011 - 12:08 AM

update!!

#2493

Posted 25 November 2011 - 02:17 AM

Is there an updated version coming out soon?

#2494

Posted 25 November 2011 - 03:31 AM

MCP for 1.0.0/1.0.1 has officially been released, so updating forge has been put on my ToDo. I'll probably get it it tonight/tomorrow.
Experiencing this error with forge: MinecraftForge Major Version Mismatch, expecting 1.x.x?
Then click the following link to get the latest, working forge version! Official Forge Update Build System

#2495

Posted 25 November 2011 - 07:53 AM

View PostCoupon22, on 17 November 2011 - 12:11 PM, said:

Did you use the source download and follow directions?

yes i did sorry for late post

#2496

Posted 25 November 2011 - 03:30 PM

View PostFlowerChild, on 24 November 2011 - 08:50 PM, said:

For the time being it should be assumed that BTW will be compatible with *nothing* and will exist only as a standalone mod.

I realize that this is unfortunate, and I will see what I can do in the future in this regard (especially if/when the mod API is released), but for the time being I feel that I need to focus on my mod and its functionality independent of others.

I would ask folks to please post any further inquiries about this matter in the BTW thread, as I do not want to completely derail this topic and will likely not be checking back here again.
That's good gives me the push to dump your mod like I should have done months ago.

#2497

Posted 25 November 2011 - 04:10 PM

View PostLexManos, on 25 November 2011 - 03:31 AM, said:

MCP for 1.0.0/1.0.1 has officially been released, so updating forge has been put on my ToDo. I'll probably get it it tonight/tomorrow.
Isn't spacetoad the Forge master? Or did I miss something? :D

#2498

    bechill

    Coal Miner

  • Curse Premium
  • Curse Premium
  • 100 posts

Posted 25 November 2011 - 05:21 PM

View PostEurymachus, on 25 November 2011 - 04:10 PM, said:

Isn't spacetoad the Forge master? Or did I miss something? :D

I believe Eloraam is the main maintainer of forge these days. According to FlowerChild of BTW, we shouldn't expect an update to the forge until Eloraam's mod is ready to be released using the new forge.

#2499

  • Location: lava

Posted 25 November 2011 - 05:33 PM

View Postbechill, on 25 November 2011 - 05:21 PM, said:

I believe Eloraam is the main maintainer of forge these days. According to FlowerChild of BTW, we shouldn't expect an update to the forge until Eloraam's mod is ready to be released using the new forge.

Eloraam, SpaceToad, and a third person (lexmanos I think?) have all had forge commits in relatively recent memory. SpaceToad actually has the most recent commit (10 days ago).

Also, that's not how dependencies work. RP2 needs Forge, thus Forge must be updated first. Unless you're insinuating that Eloraam is going to make a super-secret 1.0.0 Forge and then keep it all to herself while she updates RP2.
Posted Image
INFORMATION WANTS TO BE WRONG

#2500

Posted 25 November 2011 - 06:14 PM

I wonder how long this API has left to live with Flower leaving?