It's weird that you can't use CCC for runtime deobf. I've been using it just fine with and without gradle.
Yeah, I'm not sure either. I'm probably putting it into my environment incorrectly, but I haven't felt like figuring out what's wrong yet. I only need it for one mod right now (RotaryCraft) and that I just leave commented out until I'm ready to compile. Integration with Gany's Surface can be done entirely without having Gany's Surface installed (because I'm not importing anything).
As for blocks registration:
That's not a bad idea. If it's working well for TE, I'd say go for it. I can totally understand not wanting to refactor. I'm still in the process of figuring out how I like to structure my framework.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Yeah, I'm not sure either. I'm probably putting it into my environment incorrectly, but I haven't felt like figuring out what's wrong yet. I only need it for one mod right now (RotaryCraft) and that I just leave commented out until I'm ready to compile. Integration with Gany's Surface can be done entirely without having Gany's Surface installed (because I'm not importing anything).
As for blocks registration:
That's not a bad idea. If it's working well for TE, I'd say go for it. I can totally understand not wanting to refactor. I'm still in the process of figuring out how I like to structure my framework.
So I had a look, I don't need to register custom item stacks. They are already automatically registered
An example for looking them up using the 1.8 new stones that you wanted would be: GameRegistry.findBlock("ganyssurface","18Stones")
That being, the modID and the block's unlocalised name.
That's easier since that means I won't need to update my mod to register the stacks for you. You can already retrieve the blocks and items you need :3
As for how to find out the unlocalised name of a block.. I think NEI has a way to do that, but being a modder it's pretty easy to make a simple method somewhere that prints you out the names you need
But feel free to ask me for any that you might want.
As for how to find out the unlocalised name of a block.. I think NEI has a way to do that, but being a modder it's pretty easy to make a simple method somewhere that prints you out the names you need
But feel free to ask me for any that you might want.
Might be helpful to have a list somewhere in the original post (or a link to the git where there's a text file list or similar).
The way I did it was to open the jar and then rename the lang file
The problem is that your unlocalized names are "ganssurface.18stones" but the block is registered as "18stones" (your registration function splits on . and takes the last element).
Thanks though!
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Might be helpful to have a list somewhere in the original post (or a link to the git where there's a text file list or similar).
The way I did it was to open the jar and then rename the lang file
The problem is that your unlocalized names are "ganssurface.18stones" but the block is registered as "18stones" (your registration function splits on . and takes the last element).
Thanks though!
Yeah I'll make a list and put it on github probably (trying to avoid editing the main thread, it breaks overtime I touch it -__-)
And yeah I register the blocks without the "ganyssurface." bit because the GameRegistry automatically binds the block to the modID that registered it, so there's no reason to add it to the name you're registering the block with ^^
Please integrate the prismarine stuff with Botania's so there are no duplicate blocks.
Also, please add individual config options for the features that are combined into one option, like dislocators and detectors.
The prismarine stuff is already integrated with botania. Both me and Vazkii register them in the ore dictionary, so you can use mine in her recipes as well. That's as integrated as it will get.
As for a config option for discolators and detectors. The detectors are used with the dislocations in their recipes, since the more advanced dislocations replicate the detector's behaviour. So I can't add one without adding the other.
The prismarine stuff is already integrated with botania. Both me and Vazkii register them in the ore dictionary, so you can use mine in her recipes as well. That's as integrated as it will get.
As for a config option for discolators and detectors. The detectors are used with the dislocations in their recipes, since the more advanced dislocations replicate the detector's behaviour. So I can't add one without adding the other.
could you possibly add the bunnies? and maybe the rabbit stew?
It often becomes slow growing about whether grown-up speed is same compared with the case when a crop is fed on dirt in case of me.
Or is the condition somewhat necessary separately?
(When I'm made with feces, for example cropper's growth becomes speedy. When I'm made with ROT and an eye of a spider, a cropper becomes slow growing...)
Please tell me.
And I'm not good at English, I'm sorry.
xD it would work good with "Cobblestone and Stone Armor Mod" and "Leather Tools Mod" since everything in minecraft that made tools are now making armor and everything in minecraft that made armor are now making tools... Tinker's Construct has its own set of wooden armor and is more balanced though...
It often becomes slow growing about whether grown-up speed is same compared with the case when a crop is fed on dirt in case of me.
Or is the condition somewhat necessary separately?
(When I'm made with feces, for example cropper's growth becomes speedy. When I'm made with ROT and an eye of a spider, a cropper becomes slow growing...)
Please tell me.
And I'm not good at English, I'm sorry.
The material you use in the recipe does not change the behaviour or the block. It works the same no matter what you used to craft it.
The behaviour is somewhat random, so it can sometimes speed up the crops a lot, and sometimes be a bit slow.
Yeah, I'm not sure either. I'm probably putting it into my environment incorrectly, but I haven't felt like figuring out what's wrong yet. I only need it for one mod right now (RotaryCraft) and that I just leave commented out until I'm ready to compile. Integration with Gany's Surface can be done entirely without having Gany's Surface installed (because I'm not importing anything).
As for blocks registration:
That's not a bad idea. If it's working well for TE, I'd say go for it. I can totally understand not wanting to refactor. I'm still in the process of figuring out how I like to structure my framework.
So I had a look, I don't need to register custom item stacks. They are already automatically registered
An example for looking them up using the 1.8 new stones that you wanted would be: GameRegistry.findBlock("ganyssurface","18Stones")
That being, the modID and the block's unlocalised name.
That's easier since that means I won't need to update my mod to register the stacks for you. You can already retrieve the blocks and items you need :3
As for how to find out the unlocalised name of a block.. I think NEI has a way to do that, but being a modder it's pretty easy to make a simple method somewhere that prints you out the names you need
But feel free to ask me for any that you might want.
I can have a look into that :3 Don't know if it's possible without editing base classes, but if it is then I'll certainly do it.
Might be helpful to have a list somewhere in the original post (or a link to the git where there's a text file list or similar).
The way I did it was to open the jar and then rename the lang file
The problem is that your unlocalized names are "ganssurface.18stones" but the block is registered as "18stones" (your registration function splits on . and takes the last element).
Thanks though!
Yeah I'll make a list and put it on github probably (trying to avoid editing the main thread, it breaks overtime I touch it -__-)
And yeah I register the blocks without the "ganyssurface." bit because the GameRegistry automatically binds the block to the modID that registered it, so there's no reason to add it to the name you're registering the block with ^^
Also, please add individual config options for the features that are combined into one option, like dislocators and detectors.
The prismarine stuff is already integrated with botania. Both me and Vazkii register them in the ore dictionary, so you can use mine in her recipes as well. That's as integrated as it will get.
As for a config option for discolators and detectors. The detectors are used with the dislocations in their recipes, since the more advanced dislocations replicate the detector's behaviour. So I can't add one without adding the other.
could you possibly add the bunnies?
I ask Fertilized Soil of 1.7.10.
It often becomes slow growing about whether grown-up speed is same compared with the case when a crop is fed on dirt in case of me.
Or is the condition somewhat necessary separately?
(When I'm made with feces, for example cropper's growth becomes speedy. When I'm made with ROT and an eye of a spider, a cropper becomes slow growing...)
Please tell me.
And I'm not good at English, I'm sorry.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
That's weird... Are you sure you are looking in the right place? They'll only spawn on oceans and they have to be deep enough.
Also, they won't show up on terrain that's been previously generated.
The material you use in the recipe does not change the behaviour or the block. It works the same no matter what you used to craft it.
The behaviour is somewhat random, so it can sometimes speed up the crops a lot, and sometimes be a bit slow.
Thank you.
So as not to withering crops, I will continue to patiently cultivated.
I see them from time to time.
i'm using biomes o plenty if that's any help, and i even created a new world and found a deep ocean, but no dice
Strange. I'll look into it.