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    posted a message on Savage Raid PvP - [1.7!] [CUSTOM PvP/Raid Server] [24/7 LagFree] [FULLPvP] [PvPStat Tracking/Leaderboard] [Base Raids] [Factions
    IGN: Mind_Crusher
    Age: 16
    Questions or Concerns: None.
    Posted in: PC Servers
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    posted a message on [1.3.2] Stackable Wheat Farm
    The first song is called Levels by Avicii and the second one is called Eurodancer by Mangoo.

    Fulminares half of the things I said are either common sense or common knowledge if you lack both then just don't build it.
    Posted in: Redstone Creations
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    posted a message on [1.3.2] Stackable Wheat Farm
    Posted Today, 10:35 PM
    Uhh, no offense, but this design is pretty bad, which is why you haven't seen designs like this. It's a terribly inefficient use of space. Even on faction servers, it would be better to make it seven long rather than four long. And it would probably be better to make it wider. And there's no real way to replant the crops without trampling the soil. And the larger you make the farm, the longer it takes for the drops to get to you, and if you make the farm big enough, the crops will despawn. So, not a great design. It may fit your personal needs, but it definitely won't help the community.

    A: you can make it 7 long, I just made it 4 long for the sake of video time.
    B: you can make it as wide as you want.
    C: realistically you don't put glass in the sides, you leave it open for replanting.
    D: despawning takes up to 5 minutes, this doesn't take that long even on the biggest one.
    E: its not fully about the compactness, its also requires very little resources. All this takes is a dispenser, few redstone torches, redstone, and a lever. While your huge farm might take multiple pistons and a elaborate wiring system.

    Anymore questions?
    Posted in: Redstone Creations
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    posted a message on [1.3.2] Stackable Wheat Farm
    Well, I've gotten that response a lot but the thing is about the space, if you were on a faction server for example and you had small boundaries this farm would be better. But I guess it all depends on the situation.
    Posted in: Redstone Creations
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    posted a message on [1.3.2] Stackable Wheat Farm
    Hello Minecraft Forums, I was playing on my SP and trying out new wheat farm designs and made up one that I haven't really seen before. So basically its done by layers and you can stack it as high as you want. The output amount depends on the amount of layers put onto it. (Btw, sorry for the repetitive music I couldn't find anything better :/ ) Tell me what you think of it!

    Posted in: Redstone Creations
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    posted a message on [1.3.2] mcStats - 1.4.3 - That Single Player mcMMO you Always Wanted
    Not really bashing on your mod or anything as I think its quite well and cool, but isn't this kinda just a rework of mcmmo for smp just made for sp? Once again not trying to be mean but I'm just curious.
    Posted in: Minecraft Mods
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    posted a message on How to create a simple WorldType (Updated to 1.4.7)
    Sorry to bother you again but how would you apply it into code like this?
    package net.minecraft.src;
    import java.util.*;
    public class SinCityChunkManager extends WorldChunkManager {
    private List biomesToSpawnIn;
    public SinCityChunkManager() {
    	    biomesToSpawnIn = new ArrayList();
    	    biomesToSpawnIn.add(BiomeGenBase.plains); // Which biomes can you spawn in?
    }
    public SinCityChunkManager(World world) {
    	    this();
    	    // Just to keep the original constructor from being called, save the
    	    // world value if you need it later.
    }
    // Gets the list of valid biomes for the player to spawn in.
    public List getBiomesToSpawnIn() {
    	    return biomesToSpawnIn;
    }
    private BiomeGenBase activeBiome(int i, int j) {
    	    return BiomeGenBase.plains;
    	    // You can set the biome based on the X(i) and Z(j) location, here I am just
    	    // setting the whole world to plains biome.
    }
    // Returns the BiomeGenBase related to the x, z position on the world.
    public BiomeGenBase getBiomeGenAt(int i, int j) {
    	    return activeBiome(i, j);
    	    // Same as the above method, there is a lot of this in the Minecraft code.
    }
    // Returns a list of rainfall values for the specified blocks. Args: listToReuse, x, z, width, length.
    // Ours will set the rainfall to 0 everywhere.
    public float[] getRainfall(float par1ArrayOfFloat[], int par2, int par3, int par4, int par5) {
    	    if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5) {
    		 par1ArrayOfFloat = new float[par4 * par5];
    	    }
    	    Arrays.fill(par1ArrayOfFloat, 0, par4 * par5, 0.0F);
    	    return par1ArrayOfFloat;
    }
    // Returns a list of temperatures to use for the specified blocks. Args: listToReuse, x, y, width, length
    // Ours will set the temp to 0 everywhere.
    public float[] getTemperatures(float par1ArrayOfFloat[], int par2, int par3, int par4, int par5) {
    	    if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5) {
    		 par1ArrayOfFloat = new float[par4 * par5];
    	    }
    	    Arrays.fill(par1ArrayOfFloat, 0, par4 * par5, 0.0F);
    	    return par1ArrayOfFloat;
    }
    // Returns an array of biomes for the location input.
    // Everywhere is plains...
    public BiomeGenBase[] getBiomesForGeneration(BiomeGenBase par1ArrayOfBiomeGenBase[], int par2, int par3, int par4, int par5) {
    	    if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < par4 * par5) {
    		 par1ArrayOfBiomeGenBase = new BiomeGenBase[par4 * par5];
    	    }
    	    Arrays.fill(par1ArrayOfBiomeGenBase, 0, par4 * par5, BiomeGenBase.plains);
    	    return par1ArrayOfBiomeGenBase;
    }
    // Returns biomes to use for the blocks and loads the other data like temperature and humidity onto the WorldChunkManager Args: oldBiomeList, x, z, width, depth
    // Everywhere is STILL plains...
    public BiomeGenBase[] loadBlockGeneratorData(BiomeGenBase par1ArrayOfBiomeGenBase[], int par2, int par3, int par4, int par5) {
    	    if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < par4 * par5) {
    		 par1ArrayOfBiomeGenBase = new BiomeGenBase[par4 * par5];
    	    }
    	    Arrays.fill(par1ArrayOfBiomeGenBase, 0, par4 * par5, BiomeGenBase.plains);
    	    return par1ArrayOfBiomeGenBase;
    }
    // checks given Chunk's Biomes against List of allowed ones
    public boolean areBiomesViable(int i, int j, int k, List list) {
    	    return true; // Since we only used plains, yep they are allowed.
    }
    // Return a list of biomes for the specified blocks. Args: listToReuse, x, y, width, length, cacheFlag (if false, don't check biomeCache to avoid infinite loop in BiomeCacheBlock)
    public BiomeGenBase[] getBiomeGenAt(BiomeGenBase par1ArrayOfBiomeGenBase[], int par2, int par3, int par4, int par5, boolean par6) {
    	    return loadBlockGeneratorData(par1ArrayOfBiomeGenBase, par2, par3, par4, par5);
    }
    // Finds a valid position within a range, that is once of the listed biomes.
    public ChunkPosition findBiomePosition(int i, int j, int k, List list, Random random) {
    	    return new ChunkPosition(0, 0, 0); // Y position ignored, uses sea level for y spawn.
    	    // This will set your spawn X amd Z location.
    }
    }


    Also the Gui Code if needed
    package net.minecraft.src;
    import java.awt.image.BufferedImage;
    import java.util.List;
    import net.minecraft.client.Minecraft;
    import org.lwjgl.input.Keyboard;
    import java.util.Random;
    import org.lwjgl.opengl.GL11;
    import org.lwjgl.input.Mouse;
    public class GuiSinCity extends GuiScreen
    {
    private BufferedImage img;
    private int imgID = 1000;
    
    public GuiSinCity(EntityPlayer entityplayer)
    {
    }
    public void initGui()
    {
      controlList.clear();
    	 controlList.add(new GuiButton(1, width / 2 + 10, height / 2 + 150, 98, 20, "Police"));
    	 controlList.add(new GuiButton(2, width / 2 - 110, height / 2 + 150, 98, 20, "Criminal"));
    }
    protected void actionPerformed(GuiButton guibutton){
        if(guibutton.id == 1)
        {
    	 mc.displayGuiScreen(new GuiSCIntro1(mc.thePlayer));	  
        }
        if(guibutton.id == 2)
        {
    	    mc.displayGuiScreen(new GuiSCIntro2(mc.thePlayer));
        }
    }
    public void drawLargeStringWithShadow(String text, int x, int y, int color)
    {
        GL11.glScalef(2F, 2F, 2F);
        fontRenderer.drawStringWithShadow(text, x / 2, y / 2, color);
        GL11.glScalef(0.5F, 0.5F, 0.5F);
    }
    public void drawBorderedRect(int x, int y, int x1, int y1, int size, int borderC, int insideC)
    {
        drawRect(x, y, x1, y1, borderC);
        drawRect(x + size, y + size, x1 - size, y1 - size, insideC);
    }
    
    public void drawScreen(int i, int j, float f)
    {			  
      drawDefaultBackground();
      drawBorderedRect(235, 50, 448, 280, 1, 0xFF3c3c3c, 0xFF5c5c5c);
      drawLargeStringWithShadow("Introduction.", mc.displayWidth / 5 , (mc.displayHeight / 2) - 340, 0x44ff11);
    	    drawCenteredString(fontRenderer,"Sup Homie, Welcome to SinCity.", width / 2, 60, 0x44ff11);
    	    drawCenteredString(fontRenderer,"This world isn't like anything", width / 2, 70, 0x44ff11);
    	    drawCenteredString(fontRenderer,"you've ever experienced", width / 2, 80, 0x44ff11);
    	    drawCenteredString(fontRenderer,"so get yo ass ready and lets go" , width / 2, 90, 0x44ff11);
    	    drawCenteredString(fontRenderer,"You can either pick from 2 classes", width / 2, 100, 0x44ff11);
    	    drawCenteredString(fontRenderer, "which is either Criminal or Police.", width / 2, 110, 0x44ff11);
    	    drawCenteredString(fontRenderer,"Criminals love to cause trouble in SinCity", width / 2, 120, 0x44ff11);
    	    drawCenteredString(fontRenderer,"and do things from robbing banks", width / 2, 130, 0x44ff11);
    	    drawCenteredString(fontRenderer,"to shooting at the cops", width / 2, 140, 0x44ff11);
    	    drawCenteredString(fontRenderer,"if you think you got the balls go for it.", width / 2, 150, 0x44ff11);
    	    drawCenteredString(fontRenderer,"On the other hand you have Police,", width / 2, 160, 0x44ff11);
    	    drawCenteredString(fontRenderer,"Not many people appreciate the five-o", width / 2, 170, 0x44ff11);
    	    drawCenteredString(fontRenderer,"but if you wanna play Mr.GoodyTwoShoes", width / 2, 180, 0x44ff11);
    	    drawCenteredString(fontRenderer,"this is the choice for you.", width / 2, 190, 0x44ff11);
    	    drawCenteredString(fontRenderer, "The Police class enables you to do things", width / 2, 200, 0x44ff11);
    	    drawCenteredString(fontRenderer,"from patrolling the streets", width / 2, 210, 0x44ff11);
    	    drawCenteredString(fontRenderer,"to arresting bank robbers.", width / 2, 220, 0x44ff11);
    	    drawCenteredString(fontRenderer,"Alright now you got the", width / 2, 230, 0x44ff11);
    	    drawCenteredString(fontRenderer, "rundown of both classes," , width / 2, 240, 0x44ff11);
    	    drawCenteredString(fontRenderer,"Click either Criminal or Police below", width / 2, 250, 0x44ff11);
    	    drawCenteredString(fontRenderer, "and get ready to enter SinCity!", width / 2, 260, 0x44ff11);
    	   
    	   
    	   
    	    super.drawScreen(i, j, f);
    	    //drawCenteredString(fontRenderer,, width / 2, 60, 0x44ff11);
    }
    public boolean doesGuiPauseGame()
    {
    		 return false;
    }
    }
    Posted in: Tutorials
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    posted a message on How to create a simple WorldType (Updated to 1.4.7)
    Alright, just a quick question. Do you know where the spawn information for a new world type is? Because I have a my own GuiScreen thing and I want it to display like a info screen as soon as you spawn into the world type.
    Posted in: Tutorials
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