• 0

    posted a message on [1.6.4]Colored Blocks Mod (288 new blocks!)
    Thanks so much for this mod! It's literally a necessity on my server. I've seen some crazy buildings created using all of these colors :)
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from mellenn

    I Followed everything in the installation video and instructions but when it goes to load my game, it crashes! Would I need to open a new map perhaps?


    No, it should not affect the map. Can you post your crash log for us? :)
    Posted in: Minecraft Mods
  • 0

    posted a message on Making 16x16 Icons for Your Mod!
    I want an item that's an Ender Soul.

    Details: It's an item that's used in the creation of a Ender costume which gives powerful ender abilities.

    I need this/these icon(s) for a server specific Halloween mod.

    Any other notes: Nothing else really. I love open creativity. :)
    Posted in: Mods Discussion
  • 0

    posted a message on Server Instance of thePlayer?
    I finished making my mod in SSP and it works perfectly fine, but I have no idea how to get the player on the server like I did for SSP.

    Here's my code in which I'm having issues porting...

    public boolean onTickInGame(float f, MinecraftServer minecraft)
    {
     
    	    ItemStack boots = minecraft.thePlayer.inventory.armorInventory[0];
    	    ItemStack legs = minecraft.thePlayer.inventory.armorInventory[1];
    	    ItemStack chest = minecraft.thePlayer.inventory.armorInventory[2];
    	    ItemStack helm = minecraft.thePlayer.inventory.armorInventory[3];
      if(boots == null || chest == null || helm == null || legs == null){}
    else{
      if(boots.itemID == mod_Costumes.bootsPlayboy.shiftedIndex & helm.itemID == mod_Costumes.helmetPlayboy.shiftedIndex & legs.itemID == mod_Costumes.legsPlayboy.shiftedIndex & chest.itemID == mod_Costumes.platePlayboy.shiftedIndex)
    	    {
    		 if(minecraft.thePlayer.isSprinting()){		
    	   minecraft.thePlayer.worldObj.spawnParticle("heart",  minecraft.thePlayer.posX-1, minecraft.thePlayer.posY-1, minecraft.thePlayer.posZ+1, 1, 1, 1);
    	    }}
     
      if(boots.itemID == mod_Costumes.bootsEnder.shiftedIndex & helm.itemID == mod_Costumes.helmetEnder.shiftedIndex & legs.itemID == mod_Costumes.legsEnder.shiftedIndex & chest.itemID == mod_Costumes.plateEnder.shiftedIndex)
    	    {
       //Teleports player to Nether and back.
        if(minecraft.thePlayer.isSneaking()){		
    	   minecraft.thePlayer.setInPortal();
    	   }
        //Hurts player like an ender in water.
    	   if(minecraft.thePlayer.isInWater()){
    	   minecraft.thePlayer.attackEntityFrom(DamageSource.cactus, 2);
    	  
    	   }
    	   if(minecraft.thePlayer.isSprinting()){
    	    //When it runs, leaves a portal effect behinds it
    	    minecraft.thePlayer.worldObj.spawnParticle("portal",  minecraft.thePlayer.posX, minecraft.thePlayer.posY-1, minecraft.thePlayer.posZ, 0, 0, 0);
    			 
    	   
    	   }
    	   
    	    }
     
      if(boots.itemID == mod_Costumes.bootsBatman.shiftedIndex & helm.itemID == mod_Costumes.helmetBatman.shiftedIndex & legs.itemID == mod_Costumes.legsBatman.shiftedIndex & chest.itemID == mod_Costumes.plateBatman.shiftedIndex)
    	    {
    		 if(minecraft.thePlayer.isAirBorne & minecraft.thePlayer.movementInput.sneak){  
    		  minecraft.thePlayer.setVelocity(minecraft.thePlayer.motionX, -0.1F, minecraft.thePlayer.motionZ * 1.13323);
    		  minecraft.thePlayer.fallDistance = 0.0F; 
    	    }
    		
    	    }
     
      if(boots.itemID == mod_Costumes.bootsBorat.shiftedIndex & helm.itemID == mod_Costumes.helmetBorat.shiftedIndex & legs.itemID == mod_Costumes.legsBorat.shiftedIndex & chest.itemID == mod_Costumes.plateBorat.shiftedIndex)
    	    {
    		 if(minecraft.thePlayer.isSneaking()){		
    	   minecraft.thePlayer.worldObj.spawnParticle("heart",  minecraft.thePlayer.posX, minecraft.thePlayer.posY-1, minecraft.thePlayer.posZ, 0, 0, 0);
    	    }}
     
      if(boots.itemID == mod_Costumes.bootsPig.shiftedIndex & helm.itemID == mod_Costumes.helmetPig.shiftedIndex & legs.itemID == mod_Costumes.legsPig.shiftedIndex & chest.itemID == mod_Costumes.platePig.shiftedIndex)
    	    {
    		 if(minecraft.thePlayer.isSprinting()){		
    		  
    		 }}
     
      if(boots.itemID == mod_Costumes.bootsPriest.shiftedIndex & helm.itemID == mod_Costumes.helmetPriest.shiftedIndex & legs.itemID == mod_Costumes.legsPriest.shiftedIndex & chest.itemID == mod_Costumes.platePriest.shiftedIndex)
    	    {
    		 if(minecraft.thePlayer.isSneaking()){		
    	   minecraft.theWorld.lightningFlash = 40;
    	   minecraft.thePlayer.worldObj.spawnParticle("magicCrit",  minecraft.thePlayer.posX, minecraft.thePlayer.posY+1, minecraft.thePlayer.posZ, 0, 0, 0);
    }}
     
      if(boots.itemID == mod_Costumes.bootsSkel.shiftedIndex & helm.itemID == mod_Costumes.helmetSkel.shiftedIndex & legs.itemID == mod_Costumes.legsSkel.shiftedIndex & chest.itemID == mod_Costumes.plateSkel.shiftedIndex)
    	    {
    		 if(minecraft.thePlayer.isSprinting()){		
    	   minecraft.thePlayer.spawnExplosionParticle();
       }}
     
      if(boots.itemID == mod_Costumes.bootsYoshi.shiftedIndex & helm.itemID == mod_Costumes.helmetYoshi.shiftedIndex & legs.itemID == mod_Costumes.legsYoshi.shiftedIndex & chest.itemID == mod_Costumes.plateYoshi.shiftedIndex)
    	    {
    		 if(minecraft.thePlayer.isSprinting()){		
    				   float z = minecraft.thePlayer.rotationYaw * 0.01745329F;
    				   minecraft.thePlayer.motionX -= MathHelper.sin(z) * .06F;
    				   minecraft.thePlayer.motionZ += MathHelper.cos(z) * .06F;
      }}
     
      if(boots.itemID == mod_Costumes.bootsSlen.shiftedIndex & helm.itemID == mod_Costumes.helmetSlen.shiftedIndex & legs.itemID == mod_Costumes.legsSlen.shiftedIndex & chest.itemID == mod_Costumes.plateSlen.shiftedIndex)
    	    {
    		 if(minecraft.thePlayer.isSneaking()){		
    	   minecraft.thePlayer.spawnExplosionParticle();}
    		
    		 if(minecraft.thePlayer.movementInput.jump){
    		  minecraft.thePlayer.setVelocity(0, .1F, 0);
    		 
    		 
    		 }
    	   
    	    }
     
      }
    	    return true;
    }
    Posted in: Modification Development
  • 0

    posted a message on [16x] Jolicraft ~ Trails and Tails (1.20)
    Would it be okay if I used part of your texture pack in a Halloween Mod I'm making? The main purpose I'm making a Halloween mod is because I'm still on 1.2.5 for my server (MCPC build...which means I'm stuck until they update to 1.3.2) so I've been trying to think of ways to still bring a Halloween update so everyone on my server wouldn't be Halloween-less. It would mainly just be blocks borrowed from it. I'll definitely credit you for your amazing texture work. :)
    Posted in: Resource Packs
  • 1

    posted a message on Having Particles Spawn In Player Position with OnTickIngame
    I'm trying to make hearts spawn while wearing a specific armor set, and other functions work with the armor set, but I'm confused on how I would have particles spawn around the player such as hearts. Anyone familiar with this?
    Posted in: Modification Development
  • 0

    posted a message on The field EntityLiving.moveForward is not visible?
    I've been trying to add custom effects to my armor and it seems I can't figure out how to properly use EntityLiving.moveForward. If I change EntityLiving.moveForward to public, then I would be editing EntityLiving and I would rather not do that... v.v

    I have this in my mod_xxxx.java file it's my code. What I am trying to figure out is how to make moveForward and other things actually useable.

    public boolean onTickInGame(float f, Minecraft minecraft)
    {
     
    	    ItemStack boots = minecraft.thePlayer.inventory.armorInventory[0];
    	    ItemStack legs = minecraft.thePlayer.inventory.armorInventory[1];
    	    ItemStack chest = minecraft.thePlayer.inventory.armorInventory[2];
    	    ItemStack helm = minecraft.thePlayer.inventory.armorInventory[3];
      if(boots == null){}
    else{
    	    if(boots.itemID == mod_Costumes.bootsPlayboy.shiftedIndex)
    	    {
    		
    		 if(minecraft.thePlayer.moveForward >= 0.8F){
    					    float z = minecraft.thePlayer.rotationYaw * 0.01745329F;
    					    minecraft.thePlayer.motionX -= MathHelper.sin(z) * .08F;
    					    minecraft.thePlayer.motionZ += MathHelper.cos(z) * .08F;


    The desired effect is that the playboy boots make you run faster. Which it works, if I edit the EntityLiving class's moveForward to public, but that doesn't seem right...There has to be other ways to do this.
    Posted in: Modification Development
  • 0

    posted a message on Changing the Bounding Box of the Rotation of the Door Block
    I'm looking at the code and I'm rather confused with it! D: I know how to create new doors without any issue, I'm just wanting to change the actual size of the block itself when 'opened'. Instead of a door opening, I want it to turn into a small tall vertical rectangle to simulate 'sliding' a door open. (Think of like your glass doors that lead to the backyard?)

    Anyway someone can help me figure this out? I mean, I"m sure I could figure it out after long hours of pulling out my hair but...if someone could help me out I would really appreciate it. =\
    Posted in: Modification Development
  • 0

    posted a message on Someone to Help Me With Nintendo and Japanese Furniture Textures for a Mod
    I've been working on mods. I've realized so far that I am not the BEST artist in the world. So, I am looking for someone to collaborate with. I've made a small mod for Super Mario blocks and a few items for 1.2.5 with support for bukkit and now I'm starting to work on a Japanese Furniture mod. I've got some shoji screens made and a shoji screen door in brown and black wood, along with some blocks allocated for tatami mats.

    So, really, I'm looking for someone who could help and collaborate with me on some projects with the texture side and I can take care of the coding side. It'll help save time on how long it takes for me to make these, rather than sucking away all my free time into mod creating. :)



    There is an example of my Mario mod, I obviously didn't need very much texture skills to make it since all textures were in 16 bit already. xD Well, I hope someone replies. ^_^
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Recipes conflicting?
    I checked. The textures are correct for the item as I've gotten them before using a simpler recipe with just 1 dirt. It's really weird. I didn't think I'd run into this type of problem. o_OMy recipes

      ModLoader.addRecipe(new ItemStack(BlockClimberTopLeft, 16), new Object[] {"+++", "+XX", "+XX", 'X', ItemMesh, '+', ItemRedbar});
      ModLoader.addRecipe(new ItemStack(BlockClimberTopRight, 16), new Object[] {"+++", "XX+", "XX+", 'X', ItemMesh, '+', ItemRedbar});


    Getting variable from my properties file
      BlockClimberTopLeft = new BlockClimberTopLeft(Props.climberTopLeftID, 18).setBlockName("Climber Top Left");
      BlockClimberTopRight = new BlockClimberTopRight(Props.climberTopRightID, 25).setBlockName("Climber Top Right");


    So I do have the right texture and the IDs aren't conflicting. Does minecraft do mirror automatically or is it set typically? I know with the tools in the normal game you can make them mirrored...
    Posted in: Modification Development
  • 0

    posted a message on Recipes conflicting?
    My recipes seem to be conflicting. It seems like the first recipe I do allows you to do a flip version of it, causing it to conflict with a right side of it...


      ModLoader.addRecipe(new ItemStack(BlockClimberTopLeft, 16), new Object[] {"+++", "+XX", "+XX", 'X', ItemMesh, '+', ItemRedbar});
      ModLoader.addRecipe(new ItemStack(BlockClimberTopRight, 16), new Object[] {"+++", "XX+", "XX+", 'X', ItemMesh, '+', ItemRedbar});


    Hopefully you understand what I mean! When I go to craft the BlockClimberTopRight, it gives me BlockClimberTopLeft. This is only happening with recipes that are mirrored versions of each other.

    What do I need to do to fix it? :)
    Posted in: Modification Development
  • 0

    posted a message on Help with Dropping Item on Block and Info for TextureFX Animations
    I'm using 3.3.8.152. Main reason for it is because my server is 1.2.5 and with all the mods on it, I have to wait until they are all ported to 1.3.2 and also for MCPC to be ported to 1.3.2 so I'm doing it in 1.2.5 for my server for now.
    Posted in: Modification Development
  • 0

    posted a message on Help with Dropping Item on Block and Info for TextureFX Animations
    package net.minecraft.src.tutorial;
    import org.lwjgl.opengl.GL11;
    import net.minecraft.src.Block;
    import net.minecraft.src.EntityPlayer;
    import net.minecraft.src.Material;
    import net.minecraft.src.RenderEngine;
    import net.minecraft.src.StepSound;
    import net.minecraft.src.World;
    import net.minecraft.src.forge.ITextureProvider;
    
    
    public class Coinblock extends Block implements ITextureProvider {
    protected Coinblock(int blockID, int textureID) {
      // setting the blockID and the default textureID
      // giving this block the Material.wood
      super(blockID, textureID, Material.rock);
      setHardness(0.1F); //sets the hardness, represents the amount of hits it needs to break
      setResistance(0.3F); //sets the resistance of the block
      setStepSound(soundStoneFootstep); //sets the sound which is played when a entity runs over it
      //setBlockUnbreakable() //if you want that the block is unbreakable call this functions
     
    }
    
    public int getBlockTextureFromSideAndMetadata(int side, int metadata)
    {
      switch(metadata)
      {
       case 0: return 0;
       case 1: return 1;
       case 2: return 2;
       case 3: return 3;
       case 4: return 4;
      
      }
      return metadata;
    }
    
     
    
        public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer)
        {
    	    par5EntityPlayer.dropItem(mod_XXX.itemXXX.shiftedIndex,4);
    	    super.onBlockClicked(par1World, par2, par3, par4, par5EntityPlayer);
    	    par1World.setBlockAndMetadataWithNotify(par2, par3, par4, mod_XXX.blockXXX.blockID,5);
    	   
    	   
        }
    
        protected int damageDropped(int i) {
    	    return i;
    }
       
       
       
       
    @Override
    public String getTextureFile(){
      return "/tutorial/blocks.png";
    }
    }


    With the code, on a punch on the block, it drops the item on the player, which I"m hoping to drop it on the block or near the block instead. It's a coin block from Super Mario. Also, I'm wondering how I would go about adding a animation to the block so it it's flashing like in the game. Any help would be appreciated. And if anyone has good info about resources to help me, that'd be appreciated too! ^_^
    Posted in: Modification Development
  • 0

    posted a message on [SexyMinecraft 1.2.5] Modded Server With A Custom Client - Includes Most of Tekkit's Mods - No WHITELIST


    This server isn't super fancy with preset server buildings and tons rules. It's just survival with mods. That's what it really is. It's encouraged to build on the server and we really enjoy seeing others create grand buildings or even submit custom items. It's hard to give it a set theme, since it doesn't have one. The main feature of the server is that it includes over 80 mods for you to enjoy and has a friendly community complete with a forums that's integrated with our minecraft server's login.

    99 percent of the buildings, shops, towns, rails, and more are all created by users and groups. It's not as neat if it was some server building. Nope, everything built is made in survival mode by users. Makes you admire those skyscrapers even more.

    Sorry for such a crappy description, since it's hard to describe the server in the first place.

    Basically it's a server. Join.

    Features:
    Economy
    Residence Plugin

    Buildcraft
    IC2
    Advanced Solar Panels
    BC2IC2 Crossover
    Redpower
    Computercraft
    Railcraft
    Travelpads (You use travelpads instead of using TP or TPA to teleport)
    Custom Stuff 2
    and many many MANY more
    Posted in: PC Servers
  • 0

    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    I like this mod. :) I just played Portal recently and I loved the game! I remembered hearing about a Portal mod for minecraft so I gave this a try. It's extremely faithful to the game and the gameplay is very identical in minecraft! I'm amazed!

    I have one error, which may just be something on my end and not your fault since I use a bukkit server. I recieve the error
    There was a problem getting field chunkSaveLocation from net.minecraft.server.chunkRegionLoader

    I'm using MCPC 176 and the only plugin I'm using that handles chunks is NoLagg, but I'm not sure that's messing with it, I've read others' have that problem so I don't know.

    Also, a request/question...

    Is there someway to make block grabbing recieve the same permissions that the player has or give block grabbing a fake player ID so that it has to follow residence/towny whatever permissions so they can't just move blocks out of the way and get into someone's house.
    Posted in: Minecraft Mods
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