• 1

    posted a message on [1.2.5] Muserae's Tweaks
    Quote from pandaple

    Doesn't that mean the mods will be compatible, too?


    DIdn't see that. We'll see!
    I go to work here in a few and I'll be busy tomorrow, so we'll see eventually xD
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Muserae's Tweaks
    Quote from JaykeisBrutal

    So, are you going to wait for 1.3.2?


    Ya, I was almost done updating too :(
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Muserae's Tweaks
    Quote from soccerguy3

    Q. Is it posable to have an in game GUI
    with check boxes to turn the mods on and off ?


    Yes it is possible. I was going to do it, but I made a poll instead. If I were to have the GUI, there would be more incompatibilities because you're installing every tweak instead of just the ones you want.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.2.5] Muserae's Tweaks
    Quote from JaykeisBrutal

    What kind of computer are you getting?


    I got the parts and had a friend build it for me. I'll be updating the mod after work today depending on how tired I am. :P
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Muserae's Tweaks
    Quote from soccerguy3

    THX for the mods I hope you update them


    Thanks :)
    And don't worry, I will be updating them. I just got a new computer and I'm waiting on a wireless adapter to come in the mail so I can get the programs I need. Once I get that, the first thing I'll do is update them.

    -Muserae
    Posted in: Minecraft Mods
  • 0

    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    Quote from KTN

    One thing that would be really helpful to me is an explanation of how to make blcks with complex shapes and hitboxes


    I was going to make a tutorial on this eventually, but I'm trying to figure out how the textures work with it.

        public void addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
        {
    	    this.setBlockBounds(0F, 0F, 0F, 1F, 1F, 1F);
    	    super.addCollidingBlockToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
    //repeat this.setBlockBounds and super.addCollidingBlockToList for more.  This will take trial and error.
    //Not 100% sure if you need the ForItemRender, but just incase, here it is
    	    this.setBlockBoundsForItemRender();
        }
    
    
        public void setBlockBoundsForItemRender()
        {
            this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
        }
    Posted in: Tutorials
  • 0

    posted a message on All cows are same but shouldn't be
    Quote from _bau5



    Thanks, that's what I did :P
    I had the ints in a GUI so I needed them static.
    Now I'm looking for a way around that xD
    Posted in: Modification Development
  • 0

    posted a message on All cows are same but shouldn't be
    Bad News, it didn't work :/

    I tried just making it type a new message instead of a GUI and I get the same issue. I've gathered that it's something in the Cow code that doesn't like me. It will only change what is shown when there's a new cow somewhere I think.
    Posted in: Modification Development
  • 0

    posted a message on All cows are same but shouldn't be
    Quote from dmillerw

    Not 100% sure, but I think you want to be using NBT tags, which would keep all those variables specific to each cow, instead of just being generic variables.


    I believed that worked, thanks :)
    I didn't know NBT tags made the variable independent, I thought it only saved it :P
    Posted in: Modification Development
  • 0

    posted a message on All cows are same but shouldn't be
    I don't want to give away to many secrets to what I'm trying to do, but I'm editing cows. I made an int, isSecret. isSecret is defaulted to be 2, and I have a code to where if isSecret == 3, and rand.int(2) == 1 isSecret will be changed to 1. And if isSecret == 3 and rand.int(2) !=1, isSecret will be changed to 0. I believe that is working fine.

    I made it so when you right click a cow with paper it'll open a gui called GuiReport. GuiReport displays isSecret as an int, and a String that shows if it's tamed or not.

    The first cow I find is isSecret 1, and Tamed String is False. The second cow isSecret 0 and Tamed String is false. When I tame the second cow, the first cow changes to isSecret 0 and Tame String true, even though I didn't touch it.

    My guess is that it's a GUI thing, but I'm not 100% sure on that. Is there anyway to make so that all animal information is separate like how EntityPlayer works? I believe More Creeps and Weirdos has for when you name each pet name is different, but I'm not too sure.

    ~~EntityCow~~
    	 if(this.rand.nextInt(2) == 1 && isSecret == 2)
    	 {
    	 isSecret = 1;
    	 secretString = "Secret One";
    	 }
    	 else if(this.rand.nextInt(2) != 1 && isSecret == 2)
    	 {
    	 isSecret = 0;
    	 secretString = "Secret Zero";
    	 }
    	
    	 if(isSecret == 1)
    	 {
    	 secretString = "Secret One";
    	 }
    	 else if(isSecret != 1)
    	 {
    	 secretrString = "Secret Zero";
    	 }


    ~~GuiCode~~
    	 if(EntityCow.isTamed == 0)
    	 {
    	 isSubjectTame = "Yes";
    	 }
    	 else if(EntityCow.isTamed != 0)
    	 {
    	 isSubjectTame = "No";
    	 }
    	
    	 if(EntityCow.isSecret == 0)
    	 {
    	 isSubjectGender = "Male";
    	 }
    	 else if(EntityCow.isSecret != 0)
    	 {
    	 isSubjectGender = "Female";
    	 }
    Posted in: Modification Development
  • 0

    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    Quote from ClintonM0

    Hmmmm... I think it's something wrong with the crafting recipe. Anyone confirm me?


    My guess is yes
    ArrayIndexOutOfBoundsException
    makes me want to think you did something like "XXXX" instead of "XXX" look for spaces or something.
    Posted in: Tutorials
  • 0

    posted a message on No mob griefing mod?
    In the code, the creeper is given a radius of I want to say 6F. I change it to 0F so the explosion basically isn't there. After a few updates, sometimes it won't do damage, but sometimes it will.
    If I were to just delete the explosion code, creepers sit there and push you :P
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Animal Husbandry (Improved animal farming)
    Quote from steelfeathers



    Just for you, I'll try to do this :)
    I know there are a few things I can't do, but I can improvise, like the lasso.

    I'll do my best! Starting tomorrow maybe, I work 6-10 and have to clean my room still D:
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on No mob griefing mod?
    I actually have these tweaks added here
    http://www.minecraftforum.net/topic/544844-125-museraes-tweaks/

    They're for 1.2.5 and will be for 1.3.1 when I get my new computer in a few days.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.2.5] Muserae's Tweaks
    There's a new notice at the top of the first post. Please answer the poll too if you have time :)
    Posted in: Minecraft Mods
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