The Meaning of Life, the Universe, and Everything.
Location:
York
Join Date:
5/1/2012
Posts:
62
Minecraft:
artdude543
PSN:
artdude5432
Member Details
Hi
I love your tips they have helped tonnes! But one thing I would like to ask is, the remove recipes for forge how do I make it so it only enables the recipes being remove if its enabled in the mod config?
I love your tips they have helped tonnes! But one thing I would like to ask is, the remove recipes for forge how do I make it so it only enables the recipes being remove if its enabled in the mod config?
thanks! and that sounds like a good idea... i haven't found that out yet, but once i do, i'll add it!
Is there a way to add all the textures of all my items or blocks without having to make a class file for each one ?
i don't think u can do that anymore...they took it out to make it easier for texturepack makers....i think you might still be able to do that with modloader, but i'm not sure
i dont know if im asking to much from you but lets say i want to make a class where all the textures are gonna load from and in the mod file where i declare what the item is and going to have can i make like this.
lets say fireball is the item and texturemods is the class where the textures are and fireball is the texture name within the class file that loads a texture line
fireBall = new Item(3012).texturemods.fireball
and if it is possible can i get an example cause ive been trying to declare a name with a texture for a while now :/
i dont know if im asking to much from you but lets say i want to make a class where all the textures are gonna load from and in the mod file where i declare what the item is and going to have can i make like this.
lets say fireball is the item and texturemods is the class where the textures are and fireball is the texture name within the class file that loads a texture line
fireBall = new Item(3012).texturemods.fireball
and if it is possible can i get an example cause ive been trying to declare a name with a texture for a while now :/
i don't think that's possible with the given default code...i haven't seen anything about it
you may be able to do it somehow by making your own code...as in ".setLightColor" isn't in the default code, so i have to like make it...
lol u should see my mod file i added everything in it cause i feel i dont really like having a bunch of files
Kind of defeats the intention of Object Oriented Programming... However, it's your ugly code, we don't have to read it
I keed I keed..
That aside, great tutorials! While I create my own - I really enjoy watching how everyone accomplishes different things - thats why I made development my career, so many roads to the same end result.
Kind of defeats the intention of Object Oriented Programming... However, it's your ugly code, we don't have to read it
I keed I keed..
That aside, great tutorials! While I create my own - I really enjoy watching how everyone accomplishes different things - thats why I made development my career, so many roads to the same end result.
Keep up the good work.
well i ended up with making a class for each one but the funny thing is that today i found out how to actually do it lol
btw do you know if there a way to give an item a hit distance like if im selecting the item i can have a hit distance of 5 block away?
well i ended up with making a class for each one but the funny thing is that today i foind out how to actually do it lol
Awesome! I sent you a PM before you replied - I have a single Armor class that leverages all data passed in already to handle the creation of all parts of the armor.. It's possible, and very clean if done right.
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Curse PremiumI love your tips they have helped tonnes! But one thing I would like to ask is, the remove recipes for forge how do I make it so it only enables the recipes being remove if its enabled in the mod config?
My Mod On GitHub: Here
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Curse Premiumthanks! and that sounds like a good idea... i haven't found that out yet, but once i do, i'll add it!
Help modders out by contributing to the Forge Ore Dictionary List! http://mce626.wix.com/odnlist
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Curse Premiumi don't think u can do that anymore...they took it out to make it easier for texturepack makers....i think you might still be able to do that with modloader, but i'm not sure
Help modders out by contributing to the Forge Ore Dictionary List! http://mce626.wix.com/odnlist
Sure just create a baseblock and pass the strings for the texture file(s) as the parameters.
seems messy to me but sure it can be done.
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Curse PremiumHelp modders out by contributing to the Forge Ore Dictionary List! http://mce626.wix.com/odnlist
lol u should see my mod file i added everything in it cause i feel i dont really like having a bunch of files
lets say fireball is the item and texturemods is the class where the textures are and fireball is the texture name within the class file that loads a texture line
and if it is possible can i get an example cause ive been trying to declare a name with a texture for a while now :/
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Curse Premiumi don't think that's possible with the given default code...i haven't seen anything about it
you may be able to do it somehow by making your own code...as in ".setLightColor" isn't in the default code, so i have to like make it...
Help modders out by contributing to the Forge Ore Dictionary List! http://mce626.wix.com/odnlist
ps. im sorry if i a m giving you a hard time i just want to do things another way
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Curse Premiumi don't know Maz...
Help modders out by contributing to the Forge Ore Dictionary List! http://mce626.wix.com/odnlist
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Curse PremiumKind of defeats the intention of Object Oriented Programming... However, it's your ugly code, we don't have to read it
I keed I keed..
That aside, great tutorials! While I create my own - I really enjoy watching how everyone accomplishes different things - thats why I made development my career, so many roads to the same end result.
Keep up the good work.
well i ended up with making a class for each one but the funny thing is that today i found out how to actually do it lol
btw do you know if there a way to give an item a hit distance like if im selecting the item i can have a hit distance of 5 block away?
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View User Profile
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Curse PremiumAwesome! I sent you a PM before you replied - I have a single Armor class that leverages all data passed in already to handle the creation of all parts of the armor.. It's possible, and very clean if done right.
Make high-quality models in the Techne. And do the model in Blender.