jake... it doesn't really matter
it runs fine with only the forge modloader as is
(I'm only using forge modloader(30 visible mods few invisible) and as long as I don't run beer and wine mod this mod runs fine)
kinda sad that btw doesn't run with forge due to the developer having "issues" with that main developer of forge but this mod is fine with forge
What's sad is that from what you say this mod is incompatible with another mod that I made.
To everyone having issues with their code please bear in mind that this tutorial has not been updated since January. You may be able to solve your issue yourself by looking at the relevant code in the default bow in updated code to get the new variable name. I'll try to update this when I can.
Here is a fix for the messed up hotbar textures:
[snip]
This is EntityPlayer.java
if you copy the bow's method like i did and replace it with the textures like Stewie did in that order, it will work like a charm.
The reason I settled for the messed up hotbar textures is because editing EntityPlayer is a big nono and means you can't use some very important and popular mods.
Despite my absence from these forums and my failure to continue updating this it has still been going strong. It's sitting at 69,000 downloads at the moment and the daily rate of downloads is steady.
As a result, I'll do my best to return from my hiatus and update this to 1.3 with hopefully a few content updates. The first thing I plan to do is fix the long problematic block ID conflicts. Next up should be spikes which can be placed on any face of a block and can be pushed with pistons. If you have any suggestions or requests for the next update, now would be a good time.
Guys I found out why it keeps crashing look at this picture I took:
It says 1.1.0 not 1.2.5 he's giving us an old version!!
All that means is that I did not update this piece of code, which I can put anything I want in without it having an effect. I could make it say pancakes.
public String getVersion()
{
return "1.1.0";
}
I'm sorry for your guys' block ID problems as I've never really gotten the config files to work properly. With the expanded block ID limit I'll switch them to something less obtrusive in the next version.
I had an air elemental who did something similar to this. However, it would summon lightning where the player was a few moments ago giving the player an opportunity to avoid it by constantly moving. If you're interested I can go find the code off my laptop somewhere.
One question, does the fake chest is actually a button, ie active and glass fake things where you could see on one hand as glass and the other a stone wall have been removed from the mod? objects because they looked good, thanks in advance for the answer.
This isn't technically a continuation of that mod, I just got permission from that mod's maker to use the name. I may add those in the future.
It seems simple enough to change from stone to your blocks based on the layer without impacting the terrain at all. I'm not certain that I'm following what your problem is.
Yea unfortunately, I wasn't really sure how to tackle that issue honestly. I tried to look for a range for each stone layer, but It looked terrible with the extended chunk.
I'm not sure what you mean with that last part. Just seeing the different layers in say a mountain looked terrible?
It seems you have removed this part which checks to see if it should generate terrain there according to the perlin noise. Does that mean you're just generating completely flat terrain up to level 196?
I have got it generating properly above 128 without crashing now but one part of your code leaves me confused. What exactly does this section in your provideChunk method do? I don't seem to notice any difference with or without it.
He wants something equivalent to the world hopping gates in MCMP servers, you know, the obsidian portals that will drop you on a different server when you step through them, but in single player and swapping between worlds instead of servers. Given the way that the nether and end portals work you COULD in theory, create an end portal and a nether portal and then create in MCedit (before it becomes completely obsolete) the desired worlds and replace the nether and end worlds with your created worlds without needing to actually mod minecraft.
Since he wants one that is completely water I assume he wants a mod that adds new dimensions rather than lets you switch between your own worlds. The latter would be far harder as you would have to rework the save system but the former is simple enough if people choose to do it. I myself am working on several dimensions including a mostly underwater one, but it takes ages to do.
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I just spent 20 minutes trying to figure out why the fan wasn't working only to realize that it wasn't being powered. It's been too long.
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What's sad is that from what you say this mod is incompatible with another mod that I made.
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The reason I settled for the messed up hotbar textures is because editing EntityPlayer is a big nono and means you can't use some very important and popular mods.
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Despite my absence from these forums and my failure to continue updating this it has still been going strong. It's sitting at 69,000 downloads at the moment and the daily rate of downloads is steady.
As a result, I'll do my best to return from my hiatus and update this to 1.3 with hopefully a few content updates. The first thing I plan to do is fix the long problematic block ID conflicts. Next up should be spikes which can be placed on any face of a block and can be pushed with pistons. If you have any suggestions or requests for the next update, now would be a good time.
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This was something I was planning to implement.
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All that means is that I did not update this piece of code, which I can put anything I want in without it having an effect. I could make it say pancakes.
I'm sorry for your guys' block ID problems as I've never really gotten the config files to work properly. With the expanded block ID limit I'll switch them to something less obtrusive in the next version.
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I want to try and make it compatible when and if I find out why it is incompatible.
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This isn't technically a continuation of that mod, I just got permission from that mod's maker to use the name. I may add those in the future.
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I'm not sure what you mean with that last part. Just seeing the different layers in say a mountain looked terrible?
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It seems you have removed this part which checks to see if it should generate terrain there according to the perlin noise. Does that mean you're just generating completely flat terrain up to level 196?
I have got it generating properly above 128 without crashing now but one part of your code leaves me confused. What exactly does this section in your provideChunk method do? I don't seem to notice any difference with or without it.
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Since he wants one that is completely water I assume he wants a mod that adds new dimensions rather than lets you switch between your own worlds. The latter would be far harder as you would have to rework the save system but the former is simple enough if people choose to do it. I myself am working on several dimensions including a mostly underwater one, but it takes ages to do.
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With that kind of attitude I'll be surprised if he gets anyone to help him.