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    posted a message on [1.4.7] CameraCraft [2.3] - Take photos in Minecraft!
    Great mood, snatched it right up to go on the server when i saw it.
    My only suggestion is to have some way to make a painting not require a resource for telepot. This would not be for legit play but for admins/ops to arrange areas.At our spawn area is a picture of everyone's base or any other significant thing... it would be good to have those be free, possibly make it so that you have to use some unobtainable item (say bedrock or something else if you add something new)
    Posted in: Minecraft Mods
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    posted a message on no eu/t
    All that information was needed, however you are missing one thing, normally you show an image of the entire wireing (in this case slightly understanable because of the trees and other such things. I belive your problem is distance it looks like that wire is going over 20 blocks i count at least 12 in the one shot. (for some reason thought it was 20 instead of 40)
    Also on a side note... those windmills.. .those poor poor windmills

    Quote from SincereCorn

    Really? I'm not that smart at this mod, but I'm almost positive you don't need all that information. So before you call me useless, get your head straight. I don't understand why you would need such useless screenshots. You can just ask nicely and I can tell you in text. Do you want me to prove that mt eu-reader shows 0eu/t on a wiring? But for your pathetic life to be complete, I will post what you told me to.

    My MFSU, currently not connected to any machines because they will blow up due to the 0eu/t transfer.

    My power supply.
    Posted in: Mods Discussion
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    posted a message on bow effect
    Quote from Stewiecraft

    He doesn't just want the texture to be stretched, he wants it to actually change. The whole arrow appearing further back thing.

    I have a tutorial that explains how to do that here but doing it my way means that if you have two of those bows in your inventory, then the textures change on both of them while you draw back your bow.

    thank you VERY much, nice read of your tutorial (admittedly the main thing i was after was being asked here) I didnt even know that items could do onUpdate.

    I wish there was a way to not have to update all icons but its better then not ^.^ thank you again.
    Posted in: Modification Development
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    posted a message on bow effect
    Quote from Pheenixm

    Yes, it is in ItemBow
    Here, maybe you should just see the code itself
        public EnumAction getItemUseAction(ItemStack itemstack)
            return EnumAction.bow; //THIS CAUSES THE MOTION TO OCCUR
        public int getMaxItemUseDuration(ItemStack itemstack)
            return 0x11940;

    how do i change which image is being shown during the draw back? currently it will just show the bow being held, shaking slightly then when released the arrow appears out of no where. (hadn't honestly even though of enumaction but since i was directly inheriting from Item bow I had it already)

    Thank you all for your help so far... sadly its looking like i will not be able to get it done without base modification... maybe there will be a forge hook later
    Posted in: Modification Development
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    posted a message on How to make block id's higher than 250?
    Quote from tyron1995

    Is there any way to do what the title says? The mod i am making makes a lot of blocks and i need it to be higher than 250 so it doesnt overlap with any other mods.


    As far as i know the only way you can do that is by changing the block Id limit, (there are several mods that do allow this) however you would also be forcing all the items to have to be moved (making any worlds created with this incompatible with normal worlds and visaversa)
    Ill see if i can find the mod that extends the block ids, maybe you can just depend on that.
    Other wise, have you thought of compacting your blocks to single ids? you can get up to 16 blocks into 1 ID using basic things and can get many more if you use tileentity to hold the data about the blocks.
    Posted in: Modification Development
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    posted a message on bow effect
    Quote from Decman1717

    That is in entity player.

    Do you know of any way to mimic the effect without editing entityplayer?
    Posted in: Modification Development
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    posted a message on bow effect
    Quote from Pheenixm

    Take a look at the normal bow file, it has everything you need.

    ItemBow does not have the code to change the Icon image while in use :sad.gif:
    I wish it was that easy. im trying to change the image as the bow is drawn back.
    Posted in: Modification Development
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    posted a message on bow effect
    does anyone have at least an idea of what to look at? or is this a lost cause :sad.gif:
    Posted in: Modification Development
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    posted a message on Funny block items
    oddly... I ran across your solution while trying to get my bow to work.
    To get the "item" to render differently in your quickbar
        public boolean func_46058_c()
            return false;
        public int func_46057_a(int i, int j)
            return getIconFromDamage(i);

    this is from the Item class, just overwrite them. the first one needs to be changed to true so the 2nd method is used.

    then j will be 0 or 1.
    0 will be the quickbar and 1 the item in hand (I tossed my notes so it might be the other way around sorry)
    Posted in: Modification Development
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    posted a message on Block dropping wrong item
    this might be a shot in the dark but Block Ore has
    public int idDropped(int i, Random random, int j)

    try adding int j to your arguments... it may not be calling your method
    Posted in: Modification Development
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    posted a message on bow effect
    Im writing in a modded bow ( yes something that hasn't been done before :rolleyes: ) and I would like to have the draw back effect, I am not editing in base files and from the looks of it Mojang had the bow's effect hard coded in. does anyone know of a way to get another item to change state(image) over time while its in use?
    Posted in: Modification Development
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    posted a message on Checking/Consuming Metadata Items
    simply change it to
    creating the stack (itemID and Meta)

    you might want to first get the location of the emptry jar
    then set the inventory slot to your filled jar, because what if the player inventory is full?
    Posted in: Modification Development
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    What happens when i dont check the forum fo r a couple days @[email protected]

    Quote from L5_

    What if Eloraam introduced mirrors for advanced solar power plants?
    Like one of these:

    They use mirrors to focus sunlight onto a tower to heat water and drive turbines. Much more efficient than normal solar arrays and the system can be scaled to generate a few megawatts. Would easily fit as a tier 2 power source.

    having something like that would be awsome in RP I loved playing around with it in BC+ Advanced power ( http://dakshen3.blogspot.com/p/aps-machine-guide.html )

    Quote from ozBillo

    If anyone is interested in 64x RedPower textures, I've just added RedPower Logic to my pack.
    So, now both Logic and Wiring are complete.

    I dont use textures most the time, but i have to say after looking at your pack im changing my ways ^.^

    Im starting to not know what im looking forward more to, frames or the Crafting machine....
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Pedro46

    I just realized that Transposers can get items out of Personal Safes and More Storage locked containers. That makes them pretty useless, dontcha think?

    What about a Forge hook, maybe "ILockedInventory" ?

    No real reason to have something like that, if the inventory shouldn't be accessible then it should be codded that way. (admittedly it does take a bit of work if you have some are avaliable and some not); though i thought that IC private chests already had it made so that pipes/tubes couldn't access it.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Odds are its something simple that im missing...
    everything is go until I added zombie awareness I removed all other mods just to be sure (the ones in the mods folder)
    C:\Users\pyro\Documents>java -cp Minecraft.jar net.minecraft.LauncherFrame
    27 achievements
    174 recipes
    ModLoader 1.1 Initializing...
    Mod Initialized: mod_ModLoaderMp 1.0.0
    Mod Initialized: mod_NotEnoughItems 1.1.0
    Mod Initialized: mod_PathingActivated Version 1.2 for MC 1.1
    Mod Initialized: mod_AITools Version 1.0 for MC 1.1
    Mod Loaded: mod_ModLoaderMp 1.0.0
    ModLoaderMP 1.0.0 Initialized
    Mod Loaded: mod_NotEnoughItems 1.1.0
    Mod Loaded: mod_PathingActivated Version 1.2 for MC 1.1
    Mod Loaded: mod_AITools Version 1.0 for MC 1.1
    Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerErro
            at net.minecraft.client.Minecraft.a(SourceFile:265)
            at net.minecraft.client.Minecraft.run(SourceFile:648)
            at java.lang.Thread.run(Thread.java:662)
    Caused by: java.lang.RuntimeException: java.lang.ClassCastException: java.lang.I
    nteger cannot be cast to java.lang.String
            at ModLoader.init(ModLoader.java:851)
            at ModLoader.AddAllRenderers(ModLoader.java:189)
            at afq.<init>(afq.java:80)
            at afq.<clinit>(afq.java:9)
            ... 3 more
    Caused by: java.lang.ClassCastException: java.lang.Integer cannot be cast to jav
            at mod_PathingActivated.doMobList(mod_PathingActivated.java:235)
            at mod_PathingActivated.ModsLoaded(mod_PathingActivated.java:194)
            at ModLoader.init(ModLoader.java:832)
            ... 6 more
    anyone who can tell me what stupid thing i did/didnt do?
    Posted in: Minecraft Mods
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