• 0

    posted a message on Post your CTRL-V
    info:

    info:

    info: Sails <|

    info: v0.10.2 |\

    info: /|.\

    info: / || \

    info: ,' |' \

    info: .-'.-==|/_--'

    info: `--'-------'

    info: __---___--___---___--___---___--___

    info: ____---___--___---___--___---___--___-__
    Posted in: Forum Games
  • 0

    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!
    26,607
    Posted in: Forum Games
  • 0

    posted a message on [V1.1.0.0pre5] AllTheThings - The RF Support Update - Over 600 Downloads! - Materials, Biomes, Food, Animals & More!
    Once we get all the major features done we'll start working on adding support for other mods but I don't see a reason why not. :)
    Posted in: WIP Mods
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    posted a message on [V1.1.0.0pre5] AllTheThings - The RF Support Update - Over 600 Downloads! - Materials, Biomes, Food, Animals & More!
    I've been really busy but this week(end) I'll be working on this a LOT. I hope to have the battery boxes and solar panels done and possibly even a basic coal generator.
    Posted in: WIP Mods
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    posted a message on [1.6.2][FORGE][WIP] MinePlus - The Minecraft Upgrade
    Alpha 0.1.1 is up. All the textures are working apart from the grinder.
    http://goo.gl/zwG5US
    Posted in: WIP Mods
  • 1

    posted a message on Development mode
    Just a little tip for when you're changing a lot of IDs or adding blocks and items into a fresh mod.
    Try using this just before you load your config. It'll empty the file so any broken IDs are removed.

     if (mod_name.devMode == true){
    config.load();
    config.save();
    }


    Then all you need to do is add a boolean to your main mod file and set it to true when you're developing, make sure to change it to false when you release it though. Otherwise people won't be able to use the config file as each time they start the game it'll empty all of their settings out of it.


    Here's a working example in my mod MinePlus.
     Configuration config = new Configuration(new File("config/mineplus.cfg"));
    if (MinePlus.devMode == true){
    config.load();
    config.save();
    }
    
    config.load();
    
    bronzeIngotID = config.get("Items", "Bronze Ingot", 5000).getInt();
    config.save();
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.6.2][FORGE][WIP] MinePlus - The Minecraft Upgrade
    Download for the first alpha version is up. :)
    All the missing textures will be added in the next update along with the crafting recipes and the grinder's GUI.
    Posted in: WIP Mods
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    posted a message on HELP! I can't fix this problem in my mod.
    Please use the code tag.
    Also in the console there should be the line number where it stopped working just click the link on the line number and it'll take you to where the problem is.
    Posted in: Modification Development
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    posted a message on [1.6.2][FORGE][WIP] MinePlus - The Minecraft Upgrade
    No offence taken at all, this is exactly the kind of comments I'm looking for. :)
    1. The reason there are so many ores is I'm planning on adding a load of machines that'll use them all, including the grinder which once you get dusts of them all you can mix using another machine and get all different kinds of elemental ingots which are used in other machines, etc. You get the point. Also there's almost no lag from having added these, having blocks in the game doesn't add to the lag, only machines running does. Well from what I've tested at least.
    2. Coloured sandstone and coloured chests depending on the wood type are some of the main things I really wanted to add once I started on this and hopefully they'll be the thing that makes this stand out from the other "ore" mods.
    3. I actually only added these things as a base to get the mod started and get my coding skills up to scratch with 1.6.2 as I was use to modding on 1.4.7 from memory or even before that. Oh, I mean beta 1.4.7.

    If you could inbox me about some textures that'd help SO much as I could get the first release out for testing. :)
    Posted in: WIP Mods
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    posted a message on [1.6.2][FORGE][WIP] MinePlus - The Minecraft Upgrade
    RESERVED
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.2][FORGE][WIP] MinePlus - The Minecraft Upgrade
    MinePlus
    The Minecraft Upgrade

    This is nowhere near completed, I'm looking for someone to make a banner and textures for the mod along with a nice title image for this thread. Also I need any ideas you guys have for machines, blocks, ores and items. The current items and blocks may not reflect what's written in this thread. For the most up to date list check the creative mode inventory.

    Blocks:
    Red sandstone
    Grinder

    Ores:
    Copper Ore
    Tin Ore
    Limestone
    Blurite Ore
    Daeyalt Ore
    Silver Ore
    Ruby Ore
    Sapphire Ore
    Emerald Ore
    Opal Ore
    Tapaz Ore
    Ganite Ore
    Rubium Ore
    Mithril Ore
    Lunar Ore
    Adamanite Ore
    Runite Ore
    Items:
    Bronze Ingot
    Blurite Ingot
    Silver Ingot
    Steel Ingot
    Mithril Ingot
    Lunar Ingot
    Adamant Ingot
    Runeite Ingot
    Ruby Gem
    Sapphire Gem
    Emerald Gem
    Coal Dust
    Iron Dust
    Gold Dust
    Diamond Dust

    Download:
    Aplha 0.1.1 - http://goo.gl/zwG5US
    Alpha 0.1.0 - http://goo.gl/3Ndlte

    Copyright:
    This mod is property of Techwiz101(HeartlessHeroes).
    It may not be used in any mod packs unless I have given explicit permission.


    [represent]
    Posted in: WIP Mods
  • 0

    posted a message on [forge 1.6.4] Micro's Furnace Tutorials [will update all parts to 1.6.4]
    Cheers for that. :)
    That's a lot cleaner and simpler.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [forge 1.6.4] Micro's Furnace Tutorials [will update all parts to 1.6.4]
    Alright. :)

    I found the issue.

    @Mod(modid = MinePlus.modid, name = "MinePlus", version = "1.0")
    @NetworkMod(clientSideRequired = true, serverSideRequired = true)
    public class MinePlus {
    @Instance("MinePlus")
    public static MinePlus instance = new MinePlus();
    @SidedProxy(clientSide = "mineplus.ClientProxy", serverSide = "mineplus.ServerProxy")
    public static ServerProxy proxy;
    
    public static final String modid = "MinePlus";
    private GuiHandlerGrinder guiHandlerGrinder = new GuiHandlerGrinder();


    The modid and the instance needed to be the same name.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [forge 1.6.4] Micro's Furnace Tutorials [will update all parts to 1.6.4]
    Quote from coolAlias

    I've run into that error before... I forget the exact cause, though.
    Try registering your GuiHandler all in one line like this in the load method where you currently have it:
    NetworkRegistry.instance().registerGuiHandler(this, new guiHandlerGrinder());

    Also, the way I handle TileEntities is like this (still called by ID from the Block, though):
    // Server Element:
    TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
    if(tileEntity instanceof YourTileEntity){
    return new YourContainer(player.inventory, (YourTileEntity) tileEntity);
    }
    
    // Client Element:
    TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
    if(tileEntity instanceof YourTileEntity){
    return new YourGui(player.inventory, (YourTileEntity) tileEntity);
    }

    Your code looks pretty solid. Only thing that sticks out to me is this line:
    @SidedProxy(clientSide = "mineplus.ClientProxy", serverSide = "mineplus.CommonProxy")
    public static ServerProxy proxy;

    Is 'ServerProxy' really located in the package 'mineplus.CommonProxy' ?

    I changed it to ServerProxy and changed the GuiHandler line and still the same error. :(
    Where exactly would I change that TileEntity line?
    Posted in: Mapping and Modding Tutorials
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