First thing you need to do is have a PayPal account. If you do not, then create one. Next, you need to login to your PayPal account. You can do so by going to (http://www.paypal.com/login).
Once you are logged in, click on the Create your button now link located here: Paypal Donate Buttons
Now let’s create a Donate Button.
Once you are done filling out, click on Create Button. Then, you will be prompted to 2 sets of codes: Website or Email. Choose Email and copy the link.
Then simply use BBCode to allow an image to direct to that link (fill this in):
[url="EMAILLINK"][img]DONATEBUTTONIMAGE[/img][/url]
Images to use:
https://www.paypal.com/en_US/i/btn/btn_donate_LG.gif
https://www.paypal.com/en_US/i/btn/btn_donateCC_LG.gif
https://www.paypal.com/en_US/i/btn/btn_donate_SM.gif
https://www.paypal.com/en_US/i/btn/x-click-but21.gif
1
OK, files downloaded. Remind me for what version you want it?
1
If your request is active, I am ready to handle it now.
1
The beacon feature was made as a little surprise to discover. The armor probably would be easier to do than beacon buffs.
Sounds creepy... : )
Regarding all requests about new creatures I have to say that I have done only 1 or 2 creatures in my modding "career", so I can't start such types of mods yet. Will add this as a notice to frontpage.
Thank you.
Currently I'm working on the "underground" world type mod. A first version should be finished soon, then I also have to fix my tool for modding.
If I don't reply to your messages, don't be offended. It is not out of spite.
1
Not now. I have to finish other project.
1
Here is a look at what I've done so far.
Currently, it uses modified Nether generation code.
1
This thread will provide information and support for using Groovy language in minecraft forge projects. If you don't know what's Groovy, you can read about it here.
apply plugin: 'groovy'
apply plugin: 'alexiy.minecraft.groovy'
Don't forget to add a compile dependency on the Groovy itself.
After project refreshing, this plugin will add 2 tasks to "build" category: createClassHierarchy and remapFieldNames. They need to be configured,
so add their configuration closures after minecraft closure:
createClassHierarchy{
}
remapFieldNames{
}
In the first closure, you must set pathToSource directory, which contains currently used minecraft and forge source Jars. Example for Linux systems (might work on Windows, too - haven't tested):
createClassHierarchy {
String[] mappingsversion = "$project.minecraft.mappings".split('_')
pathToSource=Paths.get(project.getGradle().getGradleUserHomeDir().toString(), 'caches', 'minecraft', 'net',
'minecraftforge', 'forge', "$project.minecraft.version-$project.minecraft.forgeVersion", mappingsversion[0],
mappingsversion[1]).toFile()
}
In the second closure, set the archive property to your mod Jar, and mcpToSrgMap to the "genSrgs" produced file. Example:
remapFieldNames {
archive=new File(libsDir, project.archivesBaseName + '-' + project.version + '.jar')
setMcpToSrgMap(project.genSrgs.getMcpToSrg().readLines())
}
After refreshing they should be ready to use, but first make sure you have a Groovy source directory created (delete 'java' directory if there is one, it isn't needed) and write some (or much) Groovy code there. Annotate every Groovy file with @CompileStatic.
Building
When you have finished writing and testing your mod, run "build" as always, then run "createClassHierarchy" and "remapFieldNames". createClassHierarchy will make class-to-superclass mappings and class-to-field mappings. remapFieldNames will use these mappings to create a Jar with a classifier "fixed" from the original Jar. You can change the classifier of the produced Jar to something else.
You also should be able to write mixed Java/Groovy code.
To play the mod, the players will just need to get Groovy library from its binaries from official website and put it into 'mods'.
Under the hood
Groovy uses a thingy called 'meta object protocol' which compiles its code differently from Java. We don't want that, because it "hides" class fields from Forge's obfuscation tasks. So we annotate every Groovy file with @CompileStatic, which makes code to compile almost in the same way as Java does. Groovy also sets fields by their names (similarly to getting/setting a field via reflection), not references, thus obfuscation tasks can't find them. This plugin takes care of finding such unobfuscated fields and obfuscates them.
1
This seems like a well thought-out idea. For what minecraft version you want it? I will start working on it.
1
Mate, I'm not going to consider ideas with demons, undead and other dark stuff, I'm against it.
1
I've made a first version of liquid pipes mod and tested it with T. Construct. They work and should be able to transfer other type of liquids, too. Try it out, download is in the first post.
Also, a second version of Treasure is ready. Just added a couple of traps for chests and fixed generation of empty chests.
1
So you mean generate the land on demand for a specified radius?