The problem is that you are still using WorldGenMinable() but that doesn't work for the nether.
In that code it checks to see that it is going to place the ore near stone before it acutally places it:
You can simply copy WorldGenMinable() into a new file and change stone to netherrack if you wanted or if you wanted to actually be able to write your own code I suggest you read this.
No one is ever helpful if its not something they can just whip out of their mind. If it takes any thought at all, no one cares...
How can you say that after 13 minutes? Most of the people that could actually help you do work on other things and may not check the forums every couple of minutes. I don't even want to try helping you when you do the same god damn thing in every thread you make. You aren't entitled to our help.
Well, the j integer might be something to look for in the item and block classes. Copying the complete crop and renaming it will work, so easy way out. :biggrin.gif:
Ah, nevermind, you must have gotten an old copy of that code. 1.0's code got no int j.
No.. I've had mo' armor for very long time it was a personal mod so my friends said post on on the mcforums so i did and now the mask idea was mine so was the name Mo' Armor even if yours was already made way before mine was posted here did you take the libraty to change its name and give me credit for the mask idea no..
It doesn't matter if he stole your mod, and let me tell you why.
You stole my mod. I ****ing came up with all of your ideas ages before you posted your mod. I have a terribly boring physics class so i sit there coming up with mod ideas and YOU STOLE THEM. BURN IN HELL.
Looking at the code in EntityLiving the 1.0F is basically a true/false value but I'm still having trouble finding out how exactly it affects it. I don't understand the vector calculation very well.
It seems like it multiplies all of your rotation values and positions by the 1.0F value before it calculates the vector. Not exactly sure what that accomplished.
Chrono I'm so confused at what you are doing with your rayTrace. I've used them several items and I *thought* I understood them well but the one you are referencing doesn't match any I've seen or found in the code.
For EntityArrow xTile, yTile and zTile are the x,y,z coordinates of the block that the arrow is in. Simply run a check on update to see if it's in the ground, and if it is light that block on fire.
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In that code it checks to see that it is going to place the ore near stone before it acutally places it:
You can simply copy WorldGenMinable() into a new file and change stone to netherrack if you wanted or if you wanted to actually be able to write your own code I suggest you read this.
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Maybe because this is the code to generate gravel in the nether:
(Hint: ITS REALLY BIG)
How can you say that after 13 minutes? Most of the people that could actually help you do work on other things and may not check the forums every couple of minutes. I don't even want to try helping you when you do the same god damn thing in every thread you make. You aren't entitled to our help.
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This was me "learning" to mod.
I fixed this over a month ago >.>
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Yeah this was bumped from over a month ago.
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It doesn't matter if he stole your mod, and let me tell you why.
You stole my mod. I ****ing came up with all of your ideas ages before you posted your mod. I have a terribly boring physics class so i sit there coming up with mod ideas and YOU STOLE THEM. BURN IN HELL.
also bump
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It's a lot harder than most "advanced" modding you could do and requires a huuge understanding of how it works.
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In EntityLiving in the method getPosition. There is something the same except with rotations in getLook
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It seems like it multiplies all of your rotation values and positions by the 1.0F value before it calculates the vector. Not exactly sure what that accomplished.
also yay for notch redundancy
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This code for the handheld piston is 3 files. Pistons have 10.
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I could do something like a handheld torch easily if that's what you mean. Something like a flashlight though would be way beyond me.
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