I meant cuboid planetoid gravity where it swaps when you cross the plane that is perpendicular to the edges, you would flip gravity.
Yeah, my bad. I thought of that after I posted my response and had no computer at hand :happy.gif:.
Anyway, that's a pretty cool Idea. It would be possible to create a block that will automatically change the gravitystrength and direction of the players within a certain distance... I think I will keep that in mind for when I'm done with 1.0 :wink.gif:
Make banners and flags that works like paintings, with an random color, then they only use one item ID!!!
They do only use one Item ID. The reason they use so many slots in TMI is that TMI differentiates items with different Damage. It's still the same type of item, but with Damage 0-15 :wink.gif:
It wasn't really high-priority anyway, I just wanted to see how I would do myself :happy.gif:. But yeah you're right, I will probably just discard that idea at some point :wink.gif:
So from what I can see is that there is a problem with your Large Banner or something...
Hope you can help.
EDIT: Alright, I fixed it. The problem was that the bannerlaargeicon.png file didn't have capitals in its name like the coding suggests. It should be a simple reupload to fix.
So from what I can see is that there is a problem with your Large Banner or something...
Hope you can help.
EDIT: Alright, I fixed it. The problem was that the bannerlaargeicon.png file didn't have capitals in its name like the coding suggests. It should be a simple reupload to fix.
Oh, looks like I really made that mistake... Thanks for the report :wink.gif:. Fixing it now...
Edit: Fixed, and reuploaded. It should work fine now.
Yep. Another problem, the big banner is just giving me a white square with an M1 on it. However, I feel that that may be my fault.
The main thing is that you've left a testing recipe in the game. If you put one dirt into the crafting grid you get Historical Wine, which I'm asuming is your testing recipe whilst coding.
The main thing is that you've left a testing recipe in the game. If you put one dirt into the crafting grid you get Historical Wine, which I'm asuming is your testing recipe whilst coding.
Damn it, I always leave my testing recipes in! xD
Let's just pretend it's not there, and I'll fix it in the 1.9 update. :wink.gif:
Instead of doing something useful, I spent the past few hours programming this Invincible Hamster mod.
It's probably the most useless Mod you'll ever see, but I just had to do it :happy.gif:
Holy **** someone made a hamster mod! You are more than welcome to have my babies @_@
Haha, If I knew something smart to answer I would post that :happy.gif:
I'm glad you and TheLobscast and all the others like it. After all, that was the purpose of the whole thing, right? :biggrin.gif:
Ok I must ask, when is the Gravity mod going to be out, I need to make THE adventure mod of the ****ing century with it
I'm afraid I can't give you a certain date yet. You've seen the video, and that's as far as I got right now. Everything else (updating, character drawing, mob behaviour, things like minecarts and beds, third person view...) are all unfinished. It's pretty sad I have to rewrite so much stuff for that mod, updating will be a pain xD.
Oh, you're right! I'll fix it in the next Version, thanks for the Report :happy.gif:
No problem man, and GREAT mods here, I love the treasure pile and the banners most.
Can't wait for gravity craft, it'll make my adventure map I'm working on much better.
Keep up the great work!
Rollback Post to RevisionRollBack
"Wait... is this a hole? It looks like a hole...When did this hole get here?" The greatest thing I've muttered while playing minecraft.
Yeah, my bad. I thought of that after I posted my response and had no computer at hand :happy.gif:.
Anyway, that's a pretty cool Idea. It would be possible to create a block that will automatically change the gravitystrength and direction of the players within a certain distance... I think I will keep that in mind for when I'm done with 1.0 :wink.gif:
They do only use one Item ID. The reason they use so many slots in TMI is that TMI differentiates items with different Damage. It's still the same type of item, but with Damage 0-15 :wink.gif:
It wasn't really high-priority anyway, I just wanted to see how I would do myself :happy.gif:. But yeah you're right, I will probably just discard that idea at some point :wink.gif:
Thanks! :biggrin.gif:
Just send me links of to the pictures, and I'll look into them :wink.gif:
It's kinda sad, since Notch will release 1.9 shortly, but still... :happy.gif:
Also, every one of my mods now have a properties file with which you can set the Item- and Entity IDs.
Here's the modloader.txt:
25/09/2011 12:39:27 PM ModLoader init
FINE: ModLoader Beta 1.8.1 Initializing...
25/09/2011 12:39:27 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Documents and Settings\jaryan\Application Data\.minecraft\bin\minecraft.jar
25/09/2011 12:39:27 PM ModLoader readFromClassPath
FINER: Zip found.
25/09/2011 12:39:27 PM ModLoader setupProperties
FINER: RecipeBookID set to 397
25/09/2011 12:39:27 PM ModLoader addMod
FINE: Mod Loaded: "mod_RecipeBook Beta 1.8" from mod_RecipeBook.class
25/09/2011 12:39:27 PM ModLoader addMod
FINE: Mod Loaded: "mod_MultiMine 1.7.3" from mod_MultiMine.class
25/09/2011 12:39:27 PM ModLoader addMod
FINE: Mod Loaded: "mod_MAtmos 1.8.1 r6" from mod_MAtmos.class
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/mod/flora/bushes/bush.png,30). 64 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/mod/blocks/pot.png,76). 63 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/flora/bushes/mortisbush.png,38). 117 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/flora/bushes/raspberrybush.png,46). 116 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/flora/bushes/blueberrybush.png,102). 115 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/flora/bushes/blackberrybush.png,108). 114 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/blocks/inkdesk.png,118). 113 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/mod/flora/trees/wormwoodleaves.png,77). 62 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/mod/flora/trees/wormwood.png,78). 61 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/mod/flora/trees/wormwood2.png,138). 60 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/ingredients/wormwoodberry.png,119). 112 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/ingredients/blueberry.png,120). 111 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/ingredients/raspberry.png,123). 110 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/blocks/cauldron.png,124). 109 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/tools/mortar.png,125). 108 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/ingredients/blackberry.png,134). 107 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/ingredients/mortisberry.png,137). 106 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/mod/blocks/inktable.png,139). 59 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/bush.png,153). 58 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/mod/flora/flowers/shadowveil.png,154). 57 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/mod/flora/flowers/shroom.png,155). 56 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/emptyphial.png,138). 105 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/scrolls/scroll_blank.png,139). 104 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/scrolls/scroll_magic.png,140). 103 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/lavaresistancepotion.png,141). 102 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/wbpotion.png,144). 101 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/rejuvenationpotion.png,145). 100 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/healpotion.png,146). 99 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/invincpotion.png,147). 98 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/nvpotion.png,148). 97 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/icepotion.png,149). 96 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/flamepotion.png,150). 95 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/poison.png,152). 94 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/antidote.png,153). 93 left.
25/09/2011 12:39:27 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mod/items/potions/flightpotion.png,154). 92 left.
25/09/2011 12:39:27 PM ModLoader addMod
FINE: Mod Loaded: "mod_Alchemy 1.8.1" from mod_Alchemy.class
25/09/2011 12:39:28 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/middleagemodImages/tikiTorchUpper.png,156). 55 left.
25/09/2011 12:39:28 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/middleagemodImages/tikiTorchLower.png,157). 54 left.
25/09/2011 12:39:28 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/middleagemodImages/tikiTorch.png,155). 91 left.
25/09/2011 12:39:28 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/middleagemodImages/bannerSmallIcon.png,156). 90 left.
25/09/2011 12:39:28 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/middleagemodImages/bannerLargeIcon.png,157). 89 left.
25/09/2011 12:39:28 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/middleagemodImages/statue.png,160). 88 left.
25/09/2011 12:39:28 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/middleagemodImages/treasureTexture.png,158). 53 left.
25/09/2011 12:39:28 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/middleagemodImages/flagSmallIcon.png,161). 87 left.
25/09/2011 12:39:59 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/middleagemodImages/flagLargeIcon.png,162). 86 left.
25/09/2011 12:39:59 PM ModLoader addMod
FINE: Mod Loaded: "mod_MiddleageMod 1.2.1" from mod_MiddleageMod.class
25/09/2011 12:39:59 PM mod_IDResolver <init>
INFO: ID Resolver - Block hook is enabled and working.
25/09/2011 12:39:59 PM mod_IDResolver <init>
INFO: ID Resolver - Item hook is enabled and working.
25/09/2011 12:39:59 PM ModLoader addMod
FINE: Mod Loaded: "mod_IDResolver 1.8.1 - Update 0" from mod_IDResolver.class
25/09/2011 12:39:59 PM ModLoader AddAllRenderers
FINE: Initialized
25/09/2011 12:40:01 PM ModLoader RegisterAllTextureOverrides
FINER: THROW
java.lang.Exception: Image not found: /middleagemodImages/bannerLargeIcon.png
at ModLoader.loadImage(ModLoader.java:953)
at ModLoader.RegisterAllTextureOverrides(ModLoader.java:1243)
at ModLoader.OnTick(ModLoader.java:988)
at EntityRendererProxy.b(EntityRendererProxy.java:16)
at net.minecraft.client.Minecraft.run(SourceFile:689)
at java.lang.Thread.run(Unknown Source)
So from what I can see is that there is a problem with your Large Banner or something...
Hope you can help.
EDIT: Alright, I fixed it. The problem was that the bannerlaargeicon.png file didn't have capitals in its name like the coding suggests. It should be a simple reupload to fix.
Oh, looks like I really made that mistake... Thanks for the report :wink.gif:. Fixing it now...
Edit: Fixed, and reuploaded. It should work fine now.
The main thing is that you've left a testing recipe in the game. If you put one dirt into the crafting grid you get Historical Wine, which I'm asuming is your testing recipe whilst coding.
A square with a big M1? I don't really think that may happen because of a usual bug :happy.gif:.
Damn it, I always leave my testing recipes in! xD
Let's just pretend it's not there, and I'll fix it in the 1.9 update. :wink.gif:
"Wait... is this a hole? It looks like a hole...When did this hole get here?" The greatest thing I've muttered while playing minecraft.
Oh, you're right! I'll fix it in the next Version, thanks for the Report :happy.gif:
It's probably the most useless Mod you'll ever see, but I just had to do it :happy.gif:
WHAT?!
Danger zone.
Click Here To Know How To Get Rid Of Black Screen Problem Forever
Haha, If I knew something smart to answer I would post that :happy.gif:
I'm glad you and TheLobscast and all the others like it. After all, that was the purpose of the whole thing, right? :biggrin.gif:
I'm afraid I can't give you a certain date yet. You've seen the video, and that's as far as I got right now. Everything else (updating, character drawing, mob behaviour, things like minecarts and beds, third person view...) are all unfinished. It's pretty sad I have to rewrite so much stuff for that mod, updating will be a pain xD.
No problem man, and GREAT mods here, I love the treasure pile and the banners most.
Can't wait for gravity craft, it'll make my adventure map I'm working on much better.
Keep up the great work!
"Wait... is this a hole? It looks like a hole...When did this hole get here?" The greatest thing I've muttered while playing minecraft.