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    posted a message on LimpLungs' Mods - LimpCore, LimpCraft2, InventoryCalculator

    LimpCore and InventoryCalculator are now ported / slightly updated to 1.8.9! LimpCraft2 will be updated soon-ish, just a few rewrites to do to handle the new JSON system.

    Posted in: Minecraft Mods
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    posted a message on SOLVED! NBT on IInventory not saving correctly!

    Sorry for not responding, I left for college and was getting in the swing of things again before you two answered this and haven't gotten around to checking until now.


    Yup, your solution did in fact work, and it required the player that opened the instance to be passed instead of Minecraft.getMinecraft().thePlayer as well.


    Thank you!

    Posted in: Modification Development
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    posted a message on LimpLungs' Mods - LimpCore, LimpCraft2, InventoryCalculator

    New and Improved LimpCraft2 now available (2.0.10dev4) along with the previews of my newest mod InventoryCalculator!


    As of either dev2 or dev3 of LimpCraft2, Access Blocks need to be replaced in the world, they will have disappeared with the previous update (renamed classes to better reflect actual block)


    NEI SUPPORT for the Carbon Condenser!!!

    Posted in: Minecraft Mods
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    posted a message on Ice effect on Item sword need ideas

    You could also create a new TileEntity / Block that you are able to walk through. I have done this with a "liquid" that isn't supposed to flow / be an actual liquid. Then when you send the packet to slow the entity, also have it place the block where they are standing and one above that. In the TE of the blocks that are placed, it would count to their melt point and then make them disappear.


    You could also get more creative and make the blocks no full 3d cubes. Make them partial block size just enough to surround the player.

    Posted in: Modification Development
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    posted a message on SOLVED! NBT on IInventory not saving correctly!

    I know it's the NBT. It for some reason doesn't save correctly...


    BTW @coolAlias I partially used your backpack git that you provided in another thread question a long time ago...


    http://pastebin.com/2UEMQDfm


    I just can't seem to figure this one out. I copied the code for saving my slots from a TileEntity nbt read write section I've created in the past. The TE works fine, but this IInventory doesn't seem to want to save. There must be a spot I'm missing a markDirty() [which contains the writeToNBT inside it]... Any ideas?

    Posted in: Modification Development
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    posted a message on I Dont know what happened

    Try removing Zan's minimap and relaunching the game.


    If it still doesn't work, search how to delete player data from your save file. (This will delete your inventory, etc. But the world will remain)

    Posted in: Java Edition Support
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    posted a message on SOLVED! Rescaling Slot Positions / Shifting Inventory Slot Bug!

    Resolved on my own.


    I set the guiLeft and guiTop to be where my gui was initially starting to begin with instead of setting this.xSize and this.ySize


    Then I just offset as need be. The container places slots in relation to guiLeft and guiTop, as I found out.

    Posted in: Modification Development
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    posted a message on SOLVED! Rescaling Slot Positions / Shifting Inventory Slot Bug!

    So the problem is this:


    I know WHAT the problem...

    I have an idea WHY the problem keeps happening...


    It is shifting because I am manually telling the inventory to shift in the x and the y a certain number of pixels, which changes when the screen changes size... I am not sure how to fix it however...


    I don't know HOW.

    I know the GUI can all be in relation to each other because I have access to the this.xSize and this.ySize along with this.width and this.height. I am able to do some basic math to get them in correct positions all the time. However, the slots are bewildering me. I tried Minecraft.getMinecraft().displayWidth and Height, but those are sometimes the same, sometimes 2x the size, and sometimes just plain off after System.out testing.


    I have another machine in one of my other mods working fine, which is why I am so bewildered with this. The code is not in depth or messy yet because I wanted to get the GUI working first... Any ideas as to what I am doing wrong? How do I access the screen size stuff to make sure the slots stay in relation to the GUI? I was always under the assumption as long as your xSize and ySize were defined right it would basically work???

    Btw, I double checked the xSize and ySize, they are defined correctly.


    This person had the same problem but no one answered the question :/ I couldn't find others online that had the exact problem...

    http://www.minecraftforge.net/forum/index.php?topic=17081.0


    Here is my container class:

    http://pastebin.com/V3muqhp0


    Here is my GUI class:

    http://pastebin.com/w5N4h6wP


    Any ideas? -EDIT: It will take me a while to respond because it's 5 in the morning and I haven't slept... lol

    Posted in: Modification Development
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    posted a message on Digital Clock Mod

    Well, I am sort of going to be adding a handheld digital time "module" to one of my mods [soon-ish?]. I don't really update them on minecraftforum, but I have them on curseforge! However, the mod in question that will have the module won't be updated / playable until I get a major bug out of the way first. However, I'm pretty sure there are probably other mods out there that have times in them already :P

    Posted in: Requests / Ideas For Mods
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    posted a message on SOLVED! //Checking for empty inventory problem on second iteration

    Sorry, I forgot to reply sooner with my findings...


    Thank you for the bit of knowledge you shared. It was indeed because of it being replaced with a instance of air.


    I ended checking each slot before the other with a


    slot(num) == null || slot(num) == ItemStack(Blocks.air) //you only need to put the block in an itemstack, you don't need to cast to an item first.


    public boolean isHopperEmpty()
    	{
    		if (worldObj.getBlock(xCoord, yCoord - 1, zCoord) != null && worldObj.getBlock(xCoord, yCoord - 1, zCoord) == Blocks.hopper)
    		{
    			TileEntityHopper hopper = ((TileEntityHopper) worldObj.getTileEntity(xCoord, yCoord - 1, zCoord));
    
    			if (hopper.getStackInSlot(0) == null || hopper.getStackInSlot(0) == new ItemStack(Blocks.air))
    				if (hopper.getStackInSlot(1) == null || hopper.getStackInSlot(1) == new ItemStack(Blocks.air))
    					if (hopper.getStackInSlot(2) == null || hopper.getStackInSlot(2) == new ItemStack(Blocks.air))
    						if (hopper.getStackInSlot(3) == null || hopper.getStackInSlot(3) == new ItemStack(Blocks.air))
    							if (hopper.getStackInSlot(4) == null || hopper.getStackInSlot(4) == new ItemStack(Blocks.air))
    								return true;					
    		}
    
    		return false;
    	}





    I had to also leave the check for null in so it wouldn't potentially crash and because it needed it to work on the first attempt without having opened the hopper before.


    So thanks for giving me the heads up with inventories changing to air.


    Anyways, thanks again, problem solved! I knew it was something simple :P

    Posted in: Modification Development
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    posted a message on SOLVED! //Checking for empty inventory problem on second iteration

    So I have a method that makes sure the hopper is empty before allowing the player to activate the burn cycle.


    It works fine when I place down the hopper in the correct spot. It runs through the burn and adds the items to the hopper slot by slot as needed.

    However, when I go to run the machine a second time AFTER clearing the inventory of the hopper, it refuses to run again until I break and replace the hopper.


    Here is the code checking for an empty hopper (it ONLY checks for an empty hopper in this code, no where else)


    private boolean isHopperEmpty()
    {
           if (worldObj.getBlock(xCoord, yCoord - 1, zCoord) != null && worldObj.getBlock(xCoord, yCoord - 1, zCoord) == Blocks.hopper)
           {
                  TileEntityHopper hopper = ((TileEntityHopper) worldObj.getTileEntity(xCoord, yCoord - 1, zCoord));
    
                  if (hopper.getStackInSlot(0) == null && hopper.getStackInSlot(1) == null && hopper.getStackInSlot(2) == null && hopper.getStackInSlot(3) == null && hopper.getStackInSlot(4) == null)
                  {
                        return true;
                  }
           }
           return false;
    }

    So my question is, why does it not recognize the hopper as empty the second time activating the machine?

    Posted in: Modification Development
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    posted a message on LimpLungs' Mods - LimpCore, LimpCraft2, InventoryCalculator

    The new update is out! Changelog here:



    LimpCore: Version 1.0.09
    - Changed max stacksize on Carbon Catalyst to 1.
    - Added new DecimalFormat for LimpCraft2 recipe formatting and the future InventoryCalculator mod.

    LimpCraft2: Version 2.0.09
    - ADDED: Global Carbon and Slag System.

    - ADDED: Carbon Condenser Slag Collection Slot.

    - ADDED: Raw Slag (texture is the same as the carbon catalyst temporarily.)

    - CHANGED: Condenser doesn't take all required fuel at start of condensing. (Fuel input is like a furnace).
    - REMOVED: Carbon Condenser Speed Upgrade Slot.


    The global carbon system has completely replaced the old hardcoded recipe system of the Carbon Condenser. Now, future machines will run off the same ratio from in the GlobalValues class. More "globalization" to occur in the next update, along with the slag production (waste mechanic). If I have time / don't want to rush the next update, I may start tinkering on a new machine!



    This update was very internal. Everything functions a LOT smoother than before in regard with the entire LimpCraft2 mod. This was a gap closer for all future machines. They will be able to be implemented a LOT faster now.

    Posted in: Minecraft Mods
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    posted a message on [SOLVED]I can't wrap my head around the math needed for this one... [speed upgrade]

    Ehh I figured it out, lol when I multiply the stuff removed by the speed, I must divide the total amount at the start by the speed. Lol I'm so stupid for not thinking this one through, good job me (and to think they placed me into Calc II for college this fall...)

    Posted in: Modification Development
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    posted a message on [SOLVED]I can't wrap my head around the math needed for this one... [speed upgrade]

    Uggh, It looks like I'm back again, haha. Ok, so I have a speed upgrade for my custom machine and I have a slot to install speed upgrades. My problem is the recipes work when there is no speed upgrade in. When I put the speed upgrade in, the values for the recipes don't return as intended.


    I'll use an example of a recipe.


    25 cobblestone (1500 burn required) needs to be "smelted" with 2 paper (750 burn) for the ratio.


    Without speed upgrades, it should go at a rate of 50 per .updateEntity(),

    Input Paper 1

    1500____750

    1450____700

    etc ____ etc


    When you add upgrades, it should speed up proportionally.

    Redstone is worth .2 to the speed so 1 redstone runs it at 1.2x speed.


    I can't seem to wrap my head around this math involved. I know it isn't:


    CookTime += this.cookTick * this.getSpeed()

    BurnTime -= this.cookTick * this.getSpeed()


    Because that makes it more efficient along with speedy (i.e. at speed ratio of 2, it runs twice as fast but also twice as energy efficient)


    How do I get the math right for this? As for code, if you REALLY need it, I can post it, but it's kinda messy right now after all my tinkering to fit in my new fuel system. I haven't reorganized it yet. But I honestly don't think you should need the code because its just replacing the standard 200 cook time of the minecraft furnace per recipe, grabbing based on the item instead of a flat rate for all items.


    Here is the code, I expanded all the values to account for the getSpeed(), but still running at a 1:1 speed.

    Posted in: Modification Development
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    posted a message on LimpLungs' Mods - LimpCore, LimpCraft2, InventoryCalculator

    I have created the new carbon count system for 2.0.09. Expect an update once I finish with the new fuel handling system in the Carbon Condenser (approximately tomorrow evening? Central Time Zone).


    EDIT - I'm pushing back the update due to an unforeseen problem with my re-implemented speed upgrade.

    Posted in: Minecraft Mods
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