• 0

    posted a message on Ore in nether?
    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:
    if(d12 * d12 + d13 * d13 + d14 * d14 < 1.0D && world.getBlockId(k2, l2, i3) == Block.stone.blockID)
                            {
                                world.setBlock(k2, l2, i3, minableBlockId);
                            }

    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.
    Posted in: Modification Development
  • 0

    posted a message on Ore in nether?
    Quote from zippyvinman

    How about copying the code for gravel (It's in the nether too!), and just changing it's configuration to be the new block?

    Maybe because this is the code to generate gravel in the nether:
    (Hint: ITS REALLY BIG)
        public void generateNetherTerrain(int i, int j, byte abyte0[])
        {
            byte byte0 = 4;
            byte byte1 = 32;
            int k = byte0 + 1;
            int l = worldObj.field_35472_c / 8 + 1;
            int i1 = byte0 + 1;
            field_4163_o = func_4057_a(field_4163_o, i * byte0, 0, j * byte0, k, l, i1);
            for(int j1 = 0; j1 < byte0; j1++)
            {
                for(int k1 = 0; k1 < byte0; k1++)
                {
                    for(int l1 = 0; l1 < worldObj.field_35472_c / 8; l1++)
                    {
                        double d = 0.125D;
                        double d1 = field_4163_o[((j1 + 0) * i1 + (k1 + 0)) * l + (l1 + 0)];
                        double d2 = field_4163_o[((j1 + 0) * i1 + (k1 + 1)) * l + (l1 + 0)];
                        double d3 = field_4163_o[((j1 + 1) * i1 + (k1 + 0)) * l + (l1 + 0)];
                        double d4 = field_4163_o[((j1 + 1) * i1 + (k1 + 1)) * l + (l1 + 0)];
                        double d5 = (field_4163_o[((j1 + 0) * i1 + (k1 + 0)) * l + (l1 + 1)] - d1) * d;
                        double d6 = (field_4163_o[((j1 + 0) * i1 + (k1 + 1)) * l + (l1 + 1)] - d2) * d;
                        double d7 = (field_4163_o[((j1 + 1) * i1 + (k1 + 0)) * l + (l1 + 1)] - d3) * d;
                        double d8 = (field_4163_o[((j1 + 1) * i1 + (k1 + 1)) * l + (l1 + 1)] - d4) * d;
                        for(int i2 = 0; i2 < 8; i2++)
                        {
                            double d9 = 0.25D;
                            double d10 = d1;
                            double d11 = d2;
                            double d12 = (d3 - d1) * d9;
                            double d13 = (d4 - d2) * d9;
                            for(int j2 = 0; j2 < 4; j2++)
                            {
                                int k2 = j2 + j1 * 4 << worldObj.field_35471_b | 0 + k1 * 4 << worldObj.field_35473_a | l1 * 8 + i2;
                                int l2 = 1 << worldObj.field_35473_a;
                                double d14 = 0.25D;
                                double d15 = d10;
                                double d16 = (d11 - d10) * d14;
                                for(int i3 = 0; i3 < 4; i3++)
                                {
                                    int j3 = 0;
                                    if(l1 * 8 + i2 < byte1)
                                    {
                                        j3 = Block.lavaStill.blockID;
                                    }
                                    if(d15 > 0.0D)
                                    {
                                        j3 = Block.netherrack.blockID;
                                    }
                                    abyte0[k2] = (byte)j3;
                                    k2 += l2;
                                    d15 += d16;
                                }
    
                                d10 += d12;
                                d11 += d13;
                            }
    
                            d1 += d5;
                            d2 += d6;
                            d3 += d7;
                            d4 += d8;
                        }
    
                    }
    
                }
    
            }
    
        }
    
        public void func_4058_b(int i, int j, byte abyte0[])
        {
            int k = worldObj.field_35472_c - 64;
            double d = 0.03125D;
            field_4162_p = field_4166_l.generateNoiseOctaves(field_4162_p, i * 16, j * 16, 0, 16, 16, 1, d, d, 1.0D);
            gravelNoise = field_4166_l.generateNoiseOctaves(gravelNoise, i * 16, 109, j * 16, 16, 1, 16, d, 1.0D, d);
            field_4160_r = field_4165_m.generateNoiseOctaves(field_4160_r, i * 16, j * 16, 0, 16, 16, 1, d * 2D, d * 2D, d * 2D);
            for(int l = 0; l < 16; l++)
            {
                for(int i1 = 0; i1 < 16; i1++)
                {
                    boolean flag = field_4162_p[l + i1 * 16] + hellRNG.nextDouble() * 0.20000000000000001D > 0.0D;
                    boolean flag1 = gravelNoise[l + i1 * 16] + hellRNG.nextDouble() * 0.20000000000000001D > 0.0D;
                    int j1 = (int)(field_4160_r[l + i1 * 16] / 3D + 3D + hellRNG.nextDouble() * 0.25D);
                    int k1 = -1;
                    byte byte0 = (byte)Block.netherrack.blockID;
                    byte byte1 = (byte)Block.netherrack.blockID;
                    for(int l1 = worldObj.field_35469_d; l1 >= 0; l1--)
                    {
                        int i2 = (i1 * 16 + l) * worldObj.field_35472_c + l1;
                        if(l1 >= worldObj.field_35469_d - hellRNG.nextInt(5))
                        {
                            abyte0[i2] = (byte)Block.bedrock.blockID;
                            continue;
                        }
                        if(l1 <= 0 + hellRNG.nextInt(5))
                        {
                            abyte0[i2] = (byte)Block.bedrock.blockID;
                            continue;
                        }
                        byte byte2 = abyte0[i2];
                        if(byte2 == 0)
                        {
                            k1 = -1;
                            continue;
                        }
                        if(byte2 != Block.netherrack.blockID)
                        {
                            continue;
                        }
                        if(k1 == -1)
                        {
                            if(j1 <= 0)
                            {
                                byte0 = 0;
                                byte1 = (byte)Block.netherrack.blockID;
                            } else
                            if(l1 >= k - 4 && l1 <= k + 1)
                            {
                                byte0 = (byte)Block.netherrack.blockID;
                                byte1 = (byte)Block.netherrack.blockID;
                                if(flag1)
                                {
                                    byte0 = (byte)Block.gravel.blockID;
                                }
                                if(flag1)
                                {
                                    byte1 = (byte)Block.netherrack.blockID;
                                }
                                if(flag)
                                {
                                    byte0 = (byte)Block.slowSand.blockID;
                                }
                                if(flag)
                                {
                                    byte1 = (byte)Block.slowSand.blockID;
                                }
                            }
                            if(l1 < k && byte0 == 0)
                            {
                                byte0 = (byte)Block.lavaStill.blockID;
                            }
                            k1 = j1;
                            if(l1 >= k - 1)
                            {
                                abyte0[i2] = byte0;
                            } else
                            {
                                abyte0[i2] = byte1;
                            }
                            continue;
                        }
                        if(k1 > 0)
                        {
                            k1--;
                            abyte0[i2] = byte1;
                        }
                    }
    
                }
    
            }
    
        }

    Quote from Claygy247

    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.
    Posted in: Modification Development
  • 0

    posted a message on Growable Crop Dropping Incorrect Items
    Quote from Jotamota

    This is simple Item. Why create a particular class for it?

    This was me "learning" to mod.

    Quote from Jotamota

    u2. :smile.gif:

    Now back to the forum. I bet Stewie is dying to get a solution!

    I fixed this over a month ago >.>
    Posted in: Modification Development
  • 0

    posted a message on Growable Crop Dropping Incorrect Items
    Quote from xTwilight3

    Well, the j integer might be something to look for in the item and block classes. :rolleyes: 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.

    Yeah this was bumped from over a month ago.
    Posted in: Modification Development
  • 0

    posted a message on Any good Tutorials?
    Better yet. "Tutorials" section. Read the rules.
    Posted in: Modification Development
  • 1

    posted a message on [1.0.0] Mo' Armor
    Quote from Petersfun

    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.

    also bump
    Posted in: Minecraft Mods
  • 0

    posted a message on Need Help With "Second Hunger Bar"
    10

    It's a lot harder than most "advanced" modding you could do and requires a huuge understanding of how it works.
    Posted in: Modification Development
  • 0

    posted a message on Getting Block Location Data Through Vectors or Projectiles
    Quote from Slay3R?

    Lmao, thats rather odd :smile.gif:
    Where exactly did you find that snippet?

    In EntityLiving in the method getPosition. There is something the same except with rotations in getLook
    Posted in: Modification Development
  • 0

    posted a message on Getting Block Location Data Through Vectors or Projectiles
    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.

    also yay for notch redundancy
    prevPosX + (posX - prevPosX)
    Posted in: Modification Development
  • 0

    posted a message on Getting Block Location Data Through Vectors or Projectiles
    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.
    Posted in: Modification Development
  • 0

    posted a message on [1.1.0] Handheld Pistons + Redstone Remote [0.4]
    Quote from Elmach

    The graphical glitches for Handheld Pistons look like they can be easily fixed by borrowing the code for pistons or Zeppelin mod.

    Unless, of course, they have already been fixed and I am watching an old video of it.

    This code for the handheld piston is 3 files. Pistons have 10.
    Posted in: Minecraft Mods
  • 1

    posted a message on Water or fire spawned when an entity hits a block?
    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.
    Posted in: Modification Development
  • 0

    posted a message on [HELP] Metadata Texture Issues
    I don't know your problem, but oh my god you have a lot of mod_ files.
    Posted in: Modification Development
  • 0

    posted a message on [1.1.0] Handheld Pistons + Redstone Remote [0.4]
    Quote from Minidobs

    So next is handheldlight then? :smile.gif: You the the most epic moder ever! :biggrin.gif:

    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.
    Posted in: Minecraft Mods
  • 0

    posted a message on Adding a texture to entities
    It's a white blob because you don't have a RenderMySpell file. Just take RenderArrow and copy it.
    Posted in: Modification Development
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