I don't know. It takes an incredible amount of time, which I don't have much of right now :/
I think with the most recent Forge update, that has become impossible. It is straight up not possible to make base class modifications on top of Forge anymore, which GravityCraft has about 10.000 of. It's already impossible with the ~20 base class modifications Psychedelicraft needs, but GravityCraft is a mod on a whole new level...
No. I don't see the point in portals when you can just incorporate them in your usual world
But, I've planned to implement custom portals to dimensions you yourself define. In theory, you could then create a portal to a dimension with only the skylands layer
Well, I guess that if the most recent forge update would make it incompatible... You could ask LexManos to use some of codes and alter it for it to be compatible? But the gravitycraft + mineup mods, even if it would be forge incompatible, would be awesome.
By the way, I'm not sure that forge affect the gravity class, with the new update it affect worldgen, and so you could do it as a world generator, that'll be even cooler. If that would work, you could use only 2 or 3 class.
I'm not sure of how the api works, but I know that forge don't affect minecraft gravity, so you everyone can enjoy this new worldtype. I almost forgot, would the worldtype be like the old gravitycraft one? It is so nice.
I love your Pandoras Box mod and wanted to let you know it is compatible with Forge if you install it into the mods folder (not minecraft.jar)
It works for me
can you make the drug mod for 1.4.6 i just like the molotov cocktails for some reason yours are the best designed and i can choose the intensity in creative mode just take out the drug or make it ineffective on the shader.
can you make the drug mod for 1.4.6 i just like the molotov cocktails for some reason yours are the best designed and i can choose the intensity in creative mode just take out the drug or make it ineffective on the shader.
I already made a statement on why I can't update Psychedelicraft, as of yet. You can blame either Mojang's missing code, or Forge's changes =P
people leave ivorius alone about the update, dont blame her/him (i dont know...) blame forge lmao. considering theirs more time now he/she could maybe try making the mod compatible with other video cards? i didnt see previuos post xD nevermind
I wonder if anyone saw my post about the world gen api... But otherwise, maybe you could do it as a dimension!
I already have my own systems in place for GravityCraft. Which are far better anyway, since they allow you to stack dimensions in a single world, making them all accessible at once with infinite height =P
Anyway, on a different note:
I checked the decompiled code of the newest Snapshot (Oh god. It was horrible. Every Item was a potion. Every block was a TileEntityBeacon, and we apparently now have ContainerSheeps, instead of actual Sheep AIs. =D), and it looks like they did increase the texture count (to 64*64, instead of 16*16), and made texture overwrites accessible with their new system. That means I don't need Forge anymore, for any mod, and can go back to ModLoader with all of them (leaving all Forge compatible, except Psychedelicraft.). I might check back into Forge with Psychedelicraft some later day, but right now, I'm mostly interested in making a clean build again first =)
Edit TL;DR: Psychedelicraft will be getting a new update in 1.5, and MiddleageMod will be a ModLoader mod again.
Ivorius,
I recently started coding in java and have begun work on my own minecraft mod. I was curious as to how you coded a smoke able pipe? I would like to add my own into my mod and any help you could give me would be well appreciated.
Thanks
Ivorius,
I recently started coding in java and have begun work on my own minecraft mod. I was curious as to how you coded a smoke able pipe? I would like to add my own into my mod and any help you could give me would be well appreciated.
Thanks
Sorry, but coding skills are nothing you can force on top of somebody. I could potentially explain it to you, and perhaps you'd be able to replicate it, but it's worth nothing if you didn't learn as much as transferring your newly learned skill to other fields. Which is pretty much impossible without knowing all the pre-requirements, which would lead you to the right answer yourself anyway
Of course, you are free to decompile my mod and look it up yourself. I'd rather you did not just copy my code though, but instead try to understand it and build something similar from scratch, though =)
Sorry, but coding skills are nothing you can force on top of somebody. I could potentially explain it to you, and perhaps you'd be able to replicate it, but it's worth nothing if you didn't learn as much as transferring your newly learned skill to other fields. Which is pretty much impossible without knowing all the pre-requirements, which would lead you to the right answer yourself anyway
Of course, you are free to decompile my mod and look it up yourself. I'd rather you did not just copy my code though, but instead try to understand it and build something similar from scratch, though =)
Thanks for the advice! I'll definitely delve deeper into coding and hopefully learn this stuff myself.
Does the middleagemod contain sheep statues? I don't recall seeing any on the list.
No (Not sure, but if you don't find them...). That's would be because the sheep have wool, and the wool doesn't correctly map to the stone texture I use to make them look like statues. It would be like, a stone sheep with normal wool... Not exactly the most realistic thing ever
Well, I guess that if the most recent forge update would make it incompatible... You could ask LexManos to use some of codes and alter it for it to be compatible?
By the way, I'm not sure that forge affect the gravity class, with the new update it affect worldgen, and so you could do it as a world generator, that'll be even cooler. If that would work, you could use only 2 or 3 class.
EDIT : There is now a world generator option in forge. Proof : https://github.com/cpw/FML/pull/29 This
I'm not sure of how the api works, but I know that forge don't affect minecraft gravity, so you everyone can enjoy this new worldtype.
It works for me
Also, I did more exploring and I found a large village with ONE dealer. So I guess you were right, they just spawn more rarely than I thought.
I already made a statement on why I can't update Psychedelicraft, as of yet. You can blame either Mojang's missing code, or Forge's changes =P
I already have my own systems in place for GravityCraft. Which are far better anyway, since they allow you to stack dimensions in a single world, making them all accessible at once with infinite height =P
Anyway, on a different note:
I checked the decompiled code of the newest Snapshot (Oh god. It was horrible. Every Item was a potion. Every block was a TileEntityBeacon, and we apparently now have ContainerSheeps, instead of actual Sheep AIs. =D), and it looks like they did increase the texture count (to 64*64, instead of 16*16), and made texture overwrites accessible with their new system. That means I don't need Forge anymore, for any mod, and can go back to ModLoader with all of them (leaving all Forge compatible, except Psychedelicraft.). I might check back into Forge with Psychedelicraft some later day, but right now, I'm mostly interested in making a clean build again first =)
Edit TL;DR: Psychedelicraft will be getting a new update in 1.5, and MiddleageMod will be a ModLoader mod again.
The 1.4.6 mods work for 1.4.7! I'd only have to update Psychedelicraft, but I can't do that before 1.5 anyway =P
I recently started coding in java and have begun work on my own minecraft mod. I was curious as to how you coded a smoke able pipe? I would like to add my own into my mod and any help you could give me would be well appreciated.
Thanks
http://www.minecraftforum.net/topic/2001597-cin-s-mods-forgedrugsgunsmoneycthulhu-more/#entry24619398
Sorry, but coding skills are nothing you can force on top of somebody. I could potentially explain it to you, and perhaps you'd be able to replicate it, but it's worth nothing if you didn't learn as much as transferring your newly learned skill to other fields. Which is pretty much impossible without knowing all the pre-requirements, which would lead you to the right answer yourself anyway
Of course, you are free to decompile my mod and look it up yourself. I'd rather you did not just copy my code though, but instead try to understand it and build something similar from scratch, though =)
Not possible as of yet. I can update it due to the changes made in 1.5 again though
Thanks for the advice!
http://www.minecraftforum.net/topic/2001597-cin-s-mods-forgedrugsgunsmoneycthulhu-more/#entry24619398
No (Not sure, but if you don't find them...). That's would be because the sheep have wool, and the wool doesn't correctly map to the stone texture I use to make them look like statues. It would be like, a stone sheep with normal wool... Not exactly the most realistic thing ever
My mods don't have a server version. If you want to play them Multiplayer, still, you'll need to follow this tutorial.