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    posted a message on Synthia Modding Team
    I would be interested in joining your team, but we would have to discuss the financial part.

    Anyways, I'm making a mod atm (not-realeased or pre-released atm) and I'm coder, texturer, banner-making). I did 75% of my mod (25% was the help of modders on the forums).

    Contact me through minecraftforum converstations if interested.
    Posted in: Modification Development
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    posted a message on Laggy MCP 1.1 client (worked fine on 1.0!)
    So, I've just updated my mod to 1.1. It wasn't hard, obviously, since there weren't many changes on the code. To do so, I downloaded the new MCP 1.1, new ModLoader for 1.1, and since I'm using Forge, I've downloaded Forge 1.1 and ModLoader Mp 1.1 as well.

    The thing is, when my script runs on this new client the game starts on a massive lag rampage (something like taking 5 seconds to send a 1 second "conscience pulse" to the computer. The client isn't lagging. The game is. The menu runs fine without lag, but when I run a World with my things it gets ultra laggy and I can't do anything except to shut it off.

    So, I'm asking:

    1)Does anyone have this problem as well with the new MCP?
    2)Does anyone have that problem with new Forge?

    It might have something with my updateTicks on every new leave and wood. I'll check that out, but that is highly unlikely since they worked fine (no lag) when I was working on 1.0.0.

    Any tips, suggestions and comments would be appreciated!
    Posted in: Modification Development
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    posted a message on Inventory tool durability checker
    I know how to do it. But you need to tell me:
    1)Is the "item checker" a item?
    2)If not, will it run all the time?

    You can make a item that when the player has it in the inventory that item will scan through the whole inventory, check if the item is Pickaxe, Sword or whatever, get the item damage and change it easily. Just let me know.
    Posted in: Modification Development
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    posted a message on World Gen Surface Layer? & NPC's searching for a certain block then Interacting
    Quote from TechGuy543

    Thanks but it isnt in WorldGenerator or WorldGenFlowers. In WorldGenTrees, it uses layer 60, but when I try that, part of my structure is in the ground. I am really interested to see what you come up with for the mob scanner :biggrin.gif:


    Haven't done yet but this is my idea:

    It scans from -10 to 10 on x axis and on y axis. When it finds the block, it saves the coordinates.
    Then you make the mob go to that coordinate.
    And then when he is (let's say, on a 1x1x1 cube radius) near the block you run what you want. We will need only to use updateTick or whatever that function is on Entities :smile.gif:
    Posted in: Modification Development
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    posted a message on World Gen Surface Layer? & NPC's searching for a certain block then Interacting
    You should look in WorldGenFlowers or WorldGenerator. It should be there. Like, 90% sure :smile.gif:

    About the mob scan. I'm trying to make one right now (not for you, I'm using it). When I get it working I'll pass you the code :3
    Posted in: Modification Development
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    posted a message on Change Cooking Times For Certain items?
    There IS a variable for time on cooking. You would need to edit the base file of the furnace. and I don't know how to do it for certain items only.
    Posted in: Modification Development
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    posted a message on Reobf Error
    That might be a bug on MCP.
    1) Do you use Forge?

    My tip is this:

    Track your files.

    You can put a prefix on ALL of your mod files, such as the initial of your name then the inicials of your mod
    Example: DrZhark's Mo' Creatures mod: dmc_modFile, dmc_BlockCreature.

    If you haven't done it it will take about 1 hour or more to replace all the files and names on your script, but there are several advantages:
    1)Easy to track your files.
    2)Easy for players to unistall your files.

    Anyways that is what I do because I've had that problem before.
    Posted in: Modification Development
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    posted a message on Textures help...
    Check in Block.java there must be a place there where they check the terrain.png.

    I realy don't know about the texture packs location on code :S
    Posted in: Modification Development
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    posted a message on Variable permanence (permanent data storage)
    Maybe ModLoader has a addStat function? I Dont know. check the javadocs of ModLoader and BaseMod. Might be something there worth checking.
    Posted in: Modification Development
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    posted a message on Two item questions...
    private boolean shouldAttackPlayer(EntityPlayer entityplayer)    
    {        
    	ItemStack itemstack = entityplayer.inventory.armorInventory[3];        
    	if(itemstack != null && itemstack.itemID == Item.helmetLeather.shiftedIndex)        
    	{            
    			return false;      
    	}
    return true;
    }

    Do this
    Posted in: Modification Development
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    posted a message on Textures help...
    Well, we all learned once. I got no problem enlightning people;

    The code snippet is really pro-tip. It helps for modders to read your code and prevents other people from raging at you :wink.gif:
    Posted in: Modification Development
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    posted a message on Textures help...
    Are you using 1.0 or 1.1 ModLoader?
    Posted in: Modification Development
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    posted a message on Textures help...
    Post your mod_XXX file within [code][code][/code][/code]
    Posted in: Modification Development
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    posted a message on Variable permanence (permanent data storage)
    Well I was thinking on do that with adding a value to a variable "greed" indexed at EntityPlayer. It would be a new stat for the player. You would have to edit a lot of base files though.
    Posted in: Modification Development
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    posted a message on Textures help...
    addOverride doesn't override the terrain file, it only overrides the INDEXING of the terrain.png.

    You must use it like this:

    newBlock.blockIndexInTexture = ModLoader.addOverride("terrain.png", "/NewFolderHere/newBlock.png");
    Posted in: Modification Development
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