Yes, but if they're already taken up by other blocks it might cause some weird stuff to happen.
Here's a chart of all the block ID's that are already in use:
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Apr 19, 2012The forestry mod uses malicious code that makes it unusable with any other mods. On top of that it's literally spyware (and I have chatlogs from the developers themselves confirming this).Posted in: Modification Development
So yeah, sorry but I'm not sure there's anything you can do at this point. My strong opinion would be to uninstall the forestry mod and don't download anything from those developers again.
Feb 10, 2012Posted in: WIP Mods
It's not that simple. TheGrayGoo just explained it to you perfectly but you fail to understand T-T
I have a friend right now who's working on his own graphics engine, and he's just now getting to reflections. This is a guy who has written his own engine, from scratch, with bump mapping, normal mapping, dynamic shadows etc. And even to him reflections are no cakewalk.
In fact you even fail to describe what would happen in the case that you have two mirrors placed side by side. If you're just doing "a cctv camera where the output is the same as the input" then the two mirrors would only look like two screens. They would not look or behave like mirrors at all.
Feb 10, 2012Posted in: WIP ModsQuote from Gregracious
Added Video to OP.
Installing and testing different plugins on server.
Will make server IP public very soon. (with a whitelist possibly)
Added butt butt OP.
Installing and testing butt plugins on server.
Will butt server butt public very butt. (with a whitelist butt)
Jan 6, 2012Unfortunately, this idea isn't as easy as you may be making it out to be. Not only do you have to create a "CCTV" screen where both the "screen" and "camera" have the same location, but you would also need to have the angle of the "camera" be a reflection of the angle at which the player is viewing the mirror, otherwise it would just look like a TV screen unless viewed straight-on.Posted in: WIP Mods
And then if you're dealing with multiplayer you might have to write some silly code to make sure this is all performed clientside as you'd have multiple viewers of the same mirror, each with a different view of it.
I hope you like linear algebra, duder.
Nov 1, 2011Posted in: Modification DevelopmentQuote from artwich
You really are making it difficult for yourself though :wink.gif:
Making it difficult for yourself is preferable to making it difficult to the downloaders by making it dependent on a different mod though.
Nov 1, 2011There's no EntityPlayer function, what do you mean? EntityPlayer is a class, are you sure you don't mean the EntityPlayer constructor?Posted in: Modification Development
Also what is it you're trying to do here exactly? Are you trying to spawn a mob when an entity touches a block?
Oct 20, 2011Posted in: Modification DevelopmentQuote from killernerd
what he probably ment was, don't copy blindly from a tutorial, that way you won't learn a thing.
It's only by understanding the code, finding things by yourself,... etc. that you will learn new stuff.
Yea, I understood that but thought it just needed more emphasis :smile.gif:
Coding can be pretty daunting at first but it gets a lot more manageable when you learn that 90% of the code you write for your mod you won't actually... write. It isn't until really complex stuff like custom block render types and tile entities and damage value metadata that you're on your own.
Oct 20, 2011Posted in: WIP ModsQuote from ClumsyRecon
Let me tell you one thing. We are making this mod from nothing, we are not using any of Bungie's code so it means this mod is not theirs. So stop throwing 5 year old fits about it, if you think it is wrong leave this post alone and stop ruining it for others.
I'm not throwing a fit, I just basically think it's immoral to use someone else's intellectual property to promote your 'original' creations. You're using the popularity of Halo to boost the popularity of your own mod, much in the way mod packs use the popularity of other mods to boost their own, or the Gerudoku pack (Which was shut down by Doku himself) uses the popularity of an already existing texture pack.
If you'll recall there was also a mod that unlocked certain items from the Aether mod so that they can be obtained via Too Many Items. This was again shut down at the behest of the Aether Mod Team.
I have on my side the rules of these forums, as well as anyone who is against the release of modpacks which steal control, popularity, attention and money (in the case of adf.ly users) from the original mod creators.
Oct 19, 2011Your trampoline mod is okay.Posted in: Mods Discussion
My idea for what you should do next is make it so that the trampoline can only be placed over a block. If you destroy the block underneath it, it gets destroyed too, like a bed.
Then once you're done with that you should texture it. Make it so that the top of the trampoline is a different texture from the sides. Give the trampoline textures transparency, so that you can make it look like a mesh on top of metal legs, like a real trampoline. One side of the trampoline should not occlude this other like glass. In other words, looking underneath the trampoline you should be able to see all four legs at once.
After that see if you can make it so that you can connect multiple trampolines and their textures will mesh together, like something from the connected textures mod. If you connect trampolines into a 5x5 square, it should have no more than 4 legs.
Once you've done all of those things your mod will be practically perfect.
Oct 19, 2011I'm already working on this mod, but I need a decent texturer.Posted in: Mods Discussion
It's called the display block and it's a stone block that you can 'carve' any letter into. It has variations for stone and sandstone and I'm thinking I might also do wood blocks too.
Right now all I need is a decent texturer, so if anyone wants to help...
Oct 19, 2011Posted in: Modification DevelopmentQuote from xTwilight3
Good idea if he doesn't want to be able to make anything but basic blocks, tools etc. Herp.
1. Learn java.
2. Look at a tutorial.
3. No coyping of tutorial.
The good majority of all of the code you write for Minecraft mods should be copied from the decompiled Minecraft source you get from MCP. It's the best way to guarantee that your code is consistent and readable and runs decently. I can't tell you how many times I've had compile-time errors because someone decided to capitalize the first word of all of their variables.
So yeah, copy off of the tutorial. This isn't an exam, it's not cheating, but just please please don't copy code if you don't understand what it does precisely.
Strengthown's tutorials are the best in my opinion because they give you the code straightforward, and are basically designed to be copied, while at the same time providing decent explanation for what every line is doing.
Oct 19, 2011Posted in: WIP ModsQuote from ClumsyRecon
Posts been updated and now has copyright.
Do you think that makes a difference? It doesn't, if you have no permission.
What if I were to create a modpack using your mod in it, without letting you know beforehand? Even if I gave you total credit for the mod, I'm sure you would still be pretty aggravated that someone would undermine your entitled right to total control over your creation.
Oct 18, 2011IronicRacistHipster posted a message on [WIP][1.0.0 SSP][1.1 SMP]HaloCraft - Items pre3 SSP! Blocks SMP!Posted in: WIP ModsQuote from stokesy96
seriously dude i dont think anyone will get sued for a small minecraft mod
You'd be surprised, it could happen. And besides that's not going to stop me from reporting it and getting the moderators to remove the mod from the forums.
There's literally no difference from creating a Halo mod without Bungie's expressed permission to make it and creating a modpack using a lot of different mods with no permission from the mod authors. Why should some random guy on the internet who wrote a simple mod for a game he never made have more rights to their own work than a professional company made up of many different people?
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