Quote from Neospector
Most companies make their money by suing gaming companies because gaming companies are easy targets; hard to defend, easy to find a conflict with. It's not the other way around, how many (more well-known, if any at all) game companies do you know that have sued for anything?
I don't know any companies or gaming companies that sued anybody, but Bathesda to Mojang. I don't take interest in trivial news stories such as those. I only really take interest in the games launched by gaming companies.
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Story:
I hear roars in the night, but I have no idea where they come from. The townsfolk spread rumours by day. Some say that a dragon scouts our land, plotting to tear it all down. Others say that it waits in an unreachable place, sending its minions to do its bidding. All I know is that whatever it is and wherever it rests, I will find it and I will end it. I will not see my kingdom destroyed so soon.
Alright, so if you read that little role-played blurb, you probably have an idea what I was getting at. In case you didn't read it, or didn't understand entirely: a year ago, I started a YouTube series that I promised I would complete (previously, I had started several YouTube series' that I never finished, but instead cancelled and deleted). I decided that the best milestone would be to kill the Ender Dragon, and I've created a small lore behind it.
There's my kingdom, where I build house upon house in order to create a bustling city. There have been updates that have changed the way worlds generate, causing world errors, giant walls surrounding the previously generated chunks. And, of course, there's the Ender Dragon and all of the hostile mobs.
Here is the latest episode (If you want to view the entire playlist, click here):
I've had trouble keeping my series going, but I haven't failed, yet. I used to take ages to upload new episodes. Sometimes months passed between episodes. However, I am getting back into the swing of things and hope to upload two episode every week. I'm here to finally get this series off the ground.
If you plan to watch all episodes, I warn you. My first 10 or so episodes weren't the greatest, and are probably some of the most boring pieces of crap I've ever made. I experimented a lot and failed miserably every time. But, now, I spend more time in the editing room, making my videos eventful, constructive, and (hopefully) entertaining.
If you're just looking for something to watch for the hell of killing time, well there you go. If you actually wanted to see something entertaining, I can't promise that I can fill that void, but if you could, I would like some feedback so that I may create better and more entertaining content in the future.
I also don't want to be tied down to Minecraft forever, so if you'd like to see me play anything else, just shoot me a suggestion.
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So my trees...well...they generate...just not the way I wanted them to. Here's my attempt (they're not textured yet):
They go from Y: 0 to the max world height. What's odd is, they don't seem to care if there's end stone under them or not, and they only spawn within a 2x2 chunk grid by the looks.
Here's all my code relating to the trees and custom world gen:
And I also have this in my load method in my main class:
I would appreciate it if people could either help me fix the problem or point me to an up-to-date tutorial that could help me add my own trees to the end.
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I plan on allowing the furnace to double the output. This isn't too difficult...it's just a matter of changing the furnace recipes. These aren't the problem. If I'm going to let the output double, I wish to make a second output slot (this is, of course, optional for the furnace to be functional, but it would be convenient for people who just throw more than half a stack of ore into a non-automated furnace).
I set out through the code I almost barely understand and located a place I could add a new slot. Well, it wasn't too difficult to do. I created a simple 4th furnace slot, but it was simply a storage slot. I could put things in it, and take things out of it, but the furnace didn't actually drop its extra output into it like it should. I had to implement further.
After a lot of trial and error, I finally got it working. One problem...whenever I took what was in the original output slot out of the furnace, the game would instantly crash...whether the second output slot had anything in it or not.
So there goes another few hours of my life I'll never get back. I finally got it working again. The slots were filling up as they should, however, this time, when I took items out of the original output slot, the game wouldn't crash...until a new item was smelted. -sigh-
A few more hours later, I'm stumped. I've done as much as I could and I've attempted to pinpoint the problem. I've done so much changing around of the code, that now it just won't smelt at all (well, it will, but it crashes as soon as a new item is smelted, whether any items were taken out of it or not...essentially, I can place the furnace down, put fuel into it, put an ore into it...it will begin smelting...then crash as soon as the item should go to the output slot).
So, without further ado, I give you my TileEntityFurnace class. You shouldn't need any of my other classes, as none of them have been changed in any way, except for the names of a few methods and whatnot. The only exception is I added "this.addSlotToContainer(new SlotEnderFurnace(par1InventoryPlayer.player, par2TileEntityEnderFurnace, 3, 148, 35));" to my ContainerFurnace class
Only a part of the code has been changed, and I have reason to believe the main problem is either within:
If you haven't figured out what I want the furnace to do by now...it's simple:
1-Basic furnace-ly duties, such as check if the items inside can be smelted up together to create something else, then output the result
2-If the first output slot is full, move on to fill the second output slot
3-If both are full...do the obvious thing and stop smelting, all together
The main error I've been getting when the game crashes in the ways I've described is
It points out lines 345 ("if(furnaceItemStacks[2].stackSize == itemstack.getMaxStackSize())" and 294 ("this.smeltItem();") If anyone could help me out here, that would be great.
As I said. I have managed to solve MOST of my problem. There is just ONE MORE THING that is keeping me from calling my furnace a complete machine.
First of all, here is the updated TileEntityFurnace class of mine:
As I thought, the main problem was in this part of the code:
I cleaned up that code. It's now:
For those who don't see exactly what it does, it will smelt one item and output one of that item's smelted variant in BOTH of the output slots. This way, I am effectively doubling any output, without needing to even touch the furnace recipes (handy if people install my mod alongside other mods that add new ores).
The furnace will also check to see if one of the slots is more full than the other. If it is, then it will put two items into the other, instead of one in each.
That last kinks I need help with:
- When one of the slots has at least one kind of smelted material in it and a different kind of material is being smelted, one ingot will be put into the other slot, and then the furnace will stop cooking until either that ingot is removed, or the other slot is cleared of the incompatible material. How can I fix this, or get the furnace to at least not smelt ANYTHING except for the ore that matches what's currently in the slots, so that ore isn't being wasted.
- When one of the slots is full and the other is at 63 (or at a number where the next output will bring it above 64...in this case 2+63), an item will still smelt and one of the stacks will become a number higher than 64 (in this case, 65). I would like it so that the furnace will not smelt unless there is enough room for the two outputs.
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Thank you. This is just what I needed.
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I'd also like to state that I'm a rookie coder with minimal modding experience (but mediocre coding knowledge). I'm using Forge to create my mod and I am currently modding version 1.5.2 of Minecraft.
I am in development of a simple mod that adds a few new tiers of tools and armour and a bunch of materials to match. I feel the need to tell people what goes where or, at the very least, give them a subtle hint as to what goes where...for example, I have made a material that is used in strengthening tools during the crafting process (the resulting product having more durability, better enchantability, a nice item graphic, etc) and I think one problem would be, people wouldn't know that it's used for that (suddenly thinking it's useless when they find out it can't be used in creating its own set of tools and armour). Of course, I can easily mention it or give a full-detailed explanation wherever I post the mod, but not everyone will read it, and on top of that, not everyone bookmarks a page just to refresh their memory later on...or if they do, they don't always think their mind will need refreshing.
So, I would like to know two things.
The first would be, is it possible to pull off a short item description through tooltips, and the second would be, how would I code an item to have the tooltip?
I wouldn't think this kind of question wouldn't need any source code to be answered, and I don't think there's much more info I can give to help someone answer, but if you need to know anything else, just ask.
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What does it matter what happened in THAT particular video. I could all over the original music video by YogsCast and people would agree, just like everyone here is to Sky. His fans aren't LOYAL, so to speak. They just want to be noticed by a semi-famous person on YouTube, and they seem to think encouraging his love for budder is the way to go. And immaturity, believe it or not, is one of the top sources of comedy, if you watch stand up. Sky thinks being immature and obnoxious is funny. So does his fans. That's how it is. Get the over it.
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Does the DLC (8 multiplayer maps, a multiplayer weapon and 2 zombies maps) not count as content updates? The DLC in most games like CoD is what makes those games fun. More content means, not only more money, but players coming back for more. Not to mention, Minecraft is still in development, even though it went through it's "full release" back in 1.0.0.
They could always release things like carpet, custom skins, the Nether, the End, villager trading and animal breeding as DLC that you have to pay 5-10 bucks for (per feature), so that you could choose what you want to add to the game, but then you'd be losing money. No. They add all of these features free of charge (after you've bought the game) and take so much of the community's feedback to account and add or change things based on it (without making the game unbalanced). They constantly fix bugs and constantly add what they can to please the community, yet there are haters like you who are too childish to accept the new features. It's not like they're removing anything from the previous updates. You, or any of the update-haters out there have NO reason to be so picky about these sort of things. Not unless they remove something big in the game like the dimensions, diamonds, charcoal, boats, minecarts, booster rails...shall I keep going? If you REALLY can't stand the update, don't update. You're given a choice. Or, you can stop being stingy and just update, for the benefit of the bug fixes and forget about the updated features...just ignore them.
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