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    posted a message on Adding Capabilities to all ItemStacks of an Item

    Hey there, I'm looking for a way to add capabilities to all ItemStacks of an Item rather than just the Item itself. I've been told to use the initCapabilities function but I'm afraid I have no idea how to use it. Any help would be greatly appreciated!

    Posted in: Modification Development
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    posted a message on Can't build Java Mod

    Hi! I'm just getting into modding, and I've been following this guide: https://blog.usejournal.com/a-beginners-guide-to-modding-minecraft-9a42536495f6

    It was going just fine until I reached the stage where I needed to build my test mod. The build failed, saying Execution failed for task ':compileJava'. I didn't have much luck searching the internet, so I thought I'd ask for help here!


    Here's the full error log:


    ################################################################################################## ForgeGradle 1.2-SNAPSHOT-fb514d3 https://github.com/MinecraftForge/ForgeGradle ################################################# Powered by MCP unknown http://modcoderpack.com by: Searge, ProfMobius, Fesh0r, R4wk, ZeuX, IngisKahn, bspkrs #################################################
    :compileApiJava UP-TO-DATE
    :processApiResources UP-TO-DATE:apiClasses UP-TO-DATE:sourceMainJava UP-TO-DATE
    :compileJavawarning: [options] bootstrap class path not set in conjunction with -source 1.6
    C:\Users\hayma\Desktop\Minecraft Workspace\Forge\build\sources\java\com\example\examplemod\ExampleMod.java:21: error: cannot find symbol
    private class ModBlock extends Block ^ symbol: class Block location: class ExampleModC:\Users\hayma\Desktop\Minecraft Workspace\Forge\build\sources\java\com\example\examplemod\ExampleMod.java:23: error: cannot find symbol public ModBlock(Material material, String blockName) ^ symbol: class Material location: class ExampleMod.ModBlockC:\Users\hayma\Desktop\Minecraft Workspace\Forge\build\sources\java\com\example\examplemod\ExampleMod.java:18: error: cannot find symbol Block amethystOre = new ModBlock(Material.rock, "amethystOre"); ^ symbol: class Block location: class ExampleModC:\Users\hayma\Desktop\Minecraft Workspace\Forge\build\sources\java\com\example\examplemod\ExampleMod.java:18: error: cannot find symbol Block amethystOre = new ModBlock(Material.rock, "amethystOre"); ^ symbol: variable Material location: class ExampleModC:\Users\hayma\Desktop\Minecraft Workspace\Forge\build\sources\java\com\example\examplemod\ExampleMod.java:26: error: cannot find symbol this.setBlockName(blockName); ^ symbol: method setBlockName(String)C:\Users\hayma\Desktop\Minecraft Workspace\Forge\build\sources\java\com\example\examplemod\ExampleMod.java:27: error: cannot find symbol this.setBlockTextureName(MODID + ":" + blockName); ^ symbol: method setBlockTextureName(String)C:\Users\hayma\Desktop\Minecraft Workspace\Forge\build\sources\java\com\example\examplemod\ExampleMod.java:28: error: cannot find symbol this.setCreativeTab(CreativeTabs.tabBlock); ^ symbol: variable CreativeTabs location: class ExampleMod.ModBlock7 errors1 warning
    FAILED

    FAILURE: Build failed with an exception.
    * What went wrong:
    Execution failed for task ':compileJava'.
    > Compilation failed; see the compiler error output for details.

    * Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

    BUILD FAILED

    Total time: 4.0 secs

    Any help would be much appreciated!
    Posted in: Modification Development
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    posted a message on Afraid of the Dark 1.2 [Updated 6/15/19]
    Quote from David_M1A2»

    That simply means that you misspelled your username (Everything matters, including caps, ex. DaVid =/= David). Be sure to type in your username exactly as it is in game.

    Ohh, thanks.
    Posted in: Minecraft Mods
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    posted a message on Afraid of the Dark 1.2 [Updated 6/15/19]

    Just wondering, why is it that when I try and sign the diary it says "*You expect something to happen... but nothing does." Sorry if this is a noobish question?

    Posted in: Minecraft Mods
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    posted a message on Futurepack Mod -- Discover new Dimensions

    Just make the grenade launcher either run on energy or has expensive ammo

    Posted in: Minecraft Mods
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    posted a message on Futurepack Mod -- Discover new Dimensions

    Hey there! This is a great mod, but it's kind of annoying that not all of the research descriptions are finished yet. I assume that the mod is a W.I.P though. Keep up the good work!

    Posted in: Minecraft Mods
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    posted a message on Afraid of the Dark 1.2 [Updated 6/15/19]
    Quote from David_M1A2»

    Hey Johny,
    Thanks for the response to the magic system. Tagii and I have been looking into aura based energy system on what you mentioned, and we believe that the final product will somehow incorporate this. Getting energy from blocks is certainly interesting but unfortunately not very computer performance friendly. For example, if you wanted to have the radius at which you take energy from blocks be a cube with radius 15 (just an arbitrary number, seems reasonable enough) around the player the mod would need to check every block in the region as a potential energy source. If you do the math this is a 30x30x30 cube meaning the mod would have to check 27,000 blocks every time the player moved. While this could be optimized (only performing this check every 5 seconds, etc) and certainly is possible on higher end computers, most players would probably lose significant frames and it honestly does not seem worth it.
    Don't worry however, the idea is far from scrapped. We're already looking into alternate solutions to this problem. One could be magical nodes that the player taps into and receives energy from. These nodes could represent the biome they are placed in and the player could then tap into the closest node (or somehow choose a source node). Since nodes don't move, they can perform a single check (very computer efficient) around them to see what aspects they will contain based on the surrounding blocks. The player can then check which nodes are close which is much more efficient than checking thousands of blocks around the player. Also, we certainly want the player to be able to store energy (Vitae) somehow to avoid the hassle of finding the correct node, etc. Much like you said, these "cylinders" would be Vitae batteries that could be used up and emptied at any time.
    Thanks again for the suggestions,
    David_M1A2


    Another solution to the lag problem is instead of having the player drawing Vitae from blocks they have to build a Vitae extracting machine.
    I imagine it would extract Vitae from the blocks directly touching it. The nodes are a good idea though, maybe you pick them up and use the Vitae extracting machine to extract the Vitae from it, put the refined Vitae into a Viate Battery and use that to cast spells. Also, It would be very cool in my opinion to have Vitae as an energy source.


    A few more lag removing suggestions (keep in mind that I don't know much about modding so some of the following might not be possible):


    - execute at the blocks that contain energy whether or not the player is nearby.

    - the player right clicks the blocks with a wand to draw Vitae out of it.

    - have the player only check for blocks that contain energy.

    Thanks for the awesome feedback!

    P.S: The thing that I love most about magic mods is particles. I believe there is nothing cooler than watching your multiblock crafting altar glow with energy, the items levitating, arcane enchantment table letters swirling like a cyclone in the middle, dragon light rays flying everywhere. Just a thought.

    Posted in: Minecraft Mods
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    posted a message on Afraid of the Dark 1.2 [Updated 6/15/19]

    An idea for mana, maybe there are different elements that a spell requires to cast, like if you had a spell that burns things it would require fire energy and if you had a spell that strikes lightning then it would require electric energy and so on. So let's say you wanted to cast a spell that requires fire energy there must be a block of that element near you, like lava, torches or fire for fire energy or water blocks and ice for water energy. When you cast the spell and you are near the blocks of that element, awesome lines of particles come from the blocks of the same elements and you cast the spell. Also an idea, each block has a certain amount of energy it can contain, if you use up all the blocks energy then it gets consumed. Weaker spells consume less energy.


    I understand that this would be really annoying because it's not exactly portable so I thought of a machine that can suck the energy out of the blocks in front of it and turn it into pure energy of that type. The energy can be put into energy holding cylinders and if the character has the cylinders in his/her's inventory then they use the cylinder's energy instead of the blocks around them.


    You can use the pure elemental energy from the machine to pipe it away into other machines as power.

    Posted in: Minecraft Mods
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    posted a message on [WIP] ARKCraft: Survival Evolved - Dinos, Taming, Breeding, and More!

    Will the stats like Torpor and Stamina be added?

    Posted in: WIP Mods
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    posted a message on [Development Halted] 5-Layer 2D Rendering System [16:9] (GPU) {Part of RedTech} [Indev]

    Please host this with dropbox or mediafire. This looks cool, but there is no way that I'm installing MEGAsyncSetup.exe. I would prefer it if you hosted it somewhere else

    Posted in: Redstone Creations
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    posted a message on Afraid of the Dark 1.2 [Updated 6/15/19]

    This looks awesome! I was hoping for an Ars Magicka system!

    Posted in: Minecraft Mods
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    posted a message on (WIP) GUI-based standalone mine/modtweaker script maker

    Looks cool, love for this to grow

    Posted in: Minecraft Tools
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    posted a message on [WIP] ARKCraft: Survival Evolved - Dinos, Taming, Breeding, and More!

    This mod looks awsome! As a fan of ARK, I can hardly wait for this to grow.

    Posted in: WIP Mods
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    posted a message on Afraid of the Dark 1.2 [Updated 6/15/19]
    Quote from David_M1A2»

    That's definitely the plan! Development has definitely slowed on our mod so far because of University =( , but it's the next feature we're working on after the 1.1 release which will contain a "final" tier 1 boss that will allow the player to choose an affinity. The 1.2 release will then contain the actual spell crafting which will probably relate to affinity.

    Cool!
    Posted in: Minecraft Mods
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