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    posted a message on Making a custom arrow?
    Rather than editing your post to provide actual information about the problem, or at least to ask what you actually had to provide, you try flame baiting me.

    I know how to solve your problem now and refuse to do so because of your attempt at flame baiting.
    Good bye.
    Posted in: Modification Development
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    posted a message on Making a custom arrow?
    Quote from TheBeute

    so i want to make a custom arrow (such as explosion arrow or fire arrow or whatever) how do i do that i tried everything and i kept getting errors anyhelp?


    Edit your post so that it's actually useful. This is a forum, not a text message.
    Posted in: Modification Development
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    posted a message on [32x](1.5+) ~Steelfeathers' Enchanted Pack~ [Updated 3/16]
    Quote from steelfeathers

    All hail the god of tower building!

    Looks great so far. Glad to see someone putting the new wood to use-- I'm unfortunately not much of a builer myself (I don't play minecraft much at all, in fact 0_o), so except for putting in a few hardwood floors in my test house I didn't really get to see how the new planks look. :P



    If I do mod textures, it will be for mods that I use. I don't use the technic pack, so sadly I don't think I'll be making textures for that.


    I like to test each new thing I add as I add it, and as soon as I'm in-game testing I get distracted and end up spending more time "testing" than intended. :P
    As such, I still spend a fair amount of time playing the actual game, and any feature I add it thoroughly tested to an extent not normally seen in the real world. :ph34r:
    Though I'm actually building the tower in an SMP server, since the only person I've ever met who hosts one just the way I like it while still managing to be a mature and intelligent human being finally decided to start a new one.
    Posted in: Resource Packs
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    posted a message on Issue with adding ores to the Nether
    I think his crashing problem is just something wonky with generateNether. Yesterday when I updated my files from 1.2.3 to 1.2.4 the first time I loaded up the Nether in a fresh world it crashed the same way that his did.
    I reloaded the game, went back to the Nether, and it loaded correctly. The block had even generated properly in the terrain with not a single hitch.
    Posted in: Modification Development
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    posted a message on TheInstitution's Modding Tutorials + FORGE TUTS
    Quote from ALX3

    0.0.1 pre...were in 1.2.4 try changing that then if it dont work ask again


    The point of the
    public String getVersion()
    method is so that you can have your mod_File give CLI output that provides the release version of your mod and any other useful information, it doesn't actually have to be the Minecraft version that it's written for.
    Posted in: Tutorials
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    posted a message on [32x](1.5+) ~Steelfeathers' Enchanted Pack~ [Updated 3/16]
    As we all know, I am the god of tower building.
    Here is the start of my next project:



    It looked so nice that I felt the compulsive need to show it to you, especially since the new wood is so nice, and it stands out with such a splendid contrast against the darkness of the surrounding night.
    Posted in: Resource Packs
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    posted a message on Arrow Help
    Quote from TFCxAddict

    I know who that person is ;)


    Yeah, I have a case of chronic "Well, this is going to take forever, and I could be doing something more entertaining and or productive and or educational" disease. :mellow:
    Posted in: Modification Development
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    posted a message on Arrow Help
    Quote from socrazy10

    Hi, I am just wondering if anyone is willing to help me make arrows do new things, Such as Risugamis mod, (Explosives, ice, etc...)

    I am a beginner but I already do have some of my code done as in the recipe, item and all. I also have my pngs done.

    What I really need help with is that my recipe makes normal 4 arrows and not my arrow, So what im asking is how do I make my recipe make my item or in other words, is because I think my item isn't "registered" because at the line.
    ModLoader.addRecipe(new ItemStack(Item.arrow, 4), new Object[]
    I know I should change "Item.arrow, 4" to Item.[My item], 4 but its not "registered" because eclipse doesn't recognize my item to be something. I hope that makes sense and if you could help that would be awesome.

    And last but not least, how to make my arrows have special abilities, or in my case for now I just want to make arrows stronger. In Item.Bow.java the max damage is in there but how to do make MY new item (arrow) do more damage than that. Or again in other words how can I copy that code and make it register with my new item (once i figure out how to make my item be a item) and be stronger. Or maybe its as simple as i think it is and just figure out how to make my item be "real" and just cope and paste that and make setMaxDamage(384); a bit more.

    I hope people that might read this understands as i tired my best to make sense. And hope I get help, Thank you.


    So big edit. I now have completed my recipe to make my arrow. And it works in game all. But not fully, My bow doesn't detect it, As in my bow won't pull back with my arrow in inventory. To fix that do I need to add in ItemBow.java my arrow in there or somehow like extend ItemBow.java in my mod_ class to make my arrow compatible.

    I am still looking in how to make my arrow stronger, and maybe learn how to do special abilities.


    Show me your arrow's Entity file. I meant to type out a big explanation for someone yesterday but I felt like garbage, so I may as well do it now.
    Posted in: Modification Development
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    posted a message on Modloader/Forge Dimension help?

    i cant really help you at the moment, im on a break. but all i can say is are you using a dimension API? if so, you might wanna check out my tutorial and look at my portal file against yours. sorry cant help much at the moment, message me if you need more help.

    Link: http://www.minecraft...nsion-tutorial/


    They're only using Forge as their API.
    Posted in: Modification Development
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    posted a message on Modloader/Forge Dimension help?
    Quote from xxmasal22xx

    But uh....if its already returning as a new TeleporterAdventure and new WorldProviderAdventure then everything is how it should be....


    Not if it's returning a new TeleporterAdventure or WorldProviderAdventure that has something incorrect in it that causes it to not work properly.
    Posted in: Modification Development
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    posted a message on Modloader/Forge Dimension help?
    Just looking through those files myself I see nothing besides this that looks like it actually specifies what dimension to go to...
    public WorldProviderAdventure getDimension()
    {
      return new WorldProviderAdventure();
    }
    
    public Teleporter getTeleporter()
    {
      return new TeleporterAdventure();
    }


    ...as such I would go back through those files, triple-check all of the logic, and try and use some generalized debugging like System.out.println() to make sure it's doing everything exactly the way it's supposed to.
    Posted in: Modification Development
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    posted a message on Despawning an Entity
    Quote from TFCxAddict

    EDIT: I fixed it. For anyone in the future with this problem, use this:

    			if (ticksInGround == 1)
    			{
    				setEntityDead();
    			}



    You can also use
        protected void onImpact(MovingObjectPosition movingobjectposition)


    from throwable item Entity files.
    Posted in: Modification Development
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    posted a message on Modloader/Forge Dimension help?
    Quote from Theminer2

    We Fixed But the Portal Leads to The Nether Anyone Knows Why This is Happening?


    I would post all the portal code so everyone can see it.
    Posted in: Modification Development
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    posted a message on TheInstitution's Modding Tutorials + FORGE TUTS
    Quote from MrBlockPlacer

    If you do this can you show how to make it only grow in certain dimensions/biomes?


        public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)
        {
            int var6 = par1World.getBlockMetadata(par2, par3, par4);
    
            if (var6 < 3)
            {
                BiomeGenBase var7 = par1World.func_48454_a(par2, par4);
    
                if (var7 instanceof BiomeGenHell && par5Random.nextInt(10) == 0)
                {
                    ++var6;
                    par1World.setBlockMetadataWithNotify(par2, par3, par4, var6);
                }
            }
    
            super.updateTick(par1World, par2, par3, par4, par5Random);
        }


    Netherwart only grows in the nether, it's doing so by only running its update function if it's in an instance of the Hell biome.
    Posted in: Tutorials
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    posted a message on How do you make a sword be able to heal you or poison mobs?
    Quote from TCISHADDER

    I'm using ModLoader.Does this code work even though I am using ModLoader? Also, I have make my own EnumToolMaterial in order for my mod to be compatible with other mods related to tools. Does this code work if I made my own EnumToolMaterial?
    EDIT:
    Nvm I got it to work. Thanks! One more thing, That code that you posted in the spoilers thing, is that code used for making your sword able to poison mobs?


    If you want to add poison to something, add the potion effect. I'm not sure how this pertains to your usage scenario per-say, but I'll show you how I did it in one of my entity files for a throwable item.

            int byte1 = 10 + rand.nextInt(10);
    
            if (movingobjectposition.entityHit != null)
            {
                byte byte0 = 0;
    
                if (movingobjectposition.entityHit instanceof EntityLiving)
                {
                    byte0 = 2;
                }
    
                if (!movingobjectposition.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, thrower), byte0));
    
                if (byte0 > 0)
                {
                    ((EntityLiving)movingobjectposition.entityHit).addPotionEffect(new PotionEffect(Potion.poison.id, byte1 * 20, 0));
                }


    The bit with byte0 and entityHit is irrelevant to this, those are checks used by the Snowball to see whether it hit an EntityBlaze or not, I could have actually just removed them.
    The bit with byte1 is important, it's how I allowed it to have a slightly randomized poison duration.
    byte1 in the line that inflicts the potion effect is the duration, leave the " * 20", I believe that makes it occur once ever second (since the game ticks 20 times per second.)
    Posted in: Modification Development
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