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    posted a message on How do i make it so my ore can only be broke by iron pick
    Change the block material. Rock works like stone, and Material.iron is like iron, gold, and diamond ore.
    Posted in: Modification Development
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    posted a message on [WIP] The Precursor -- I'm Back after 2 Years!
    Just an update

    Development has kind of been halted for now. Lot of stuff going on in life right now. I'll be doing more development as soon as the Mod API comes out, but I will also try and do more before that also.
    Posted in: WIP Mods
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    posted a message on Dalencourt [RP] [iConomy] [Heroes] - A brand new take on an RP server with an iConomy backbone! Diverse classes & jobs!
    Character Name: Muse
    Character Age: 16
    Minecraft User Name: Muserae
    Class I am Interested in: Shifter
    Job I am interested in: Logger
    Character BIO: Muse grew up with medium length, brown hair and eyes. He was always tall and slender. He always had a knack for logging. He only had one love, and that was to the pretty Princess Grape Water. One day, while he was fishing, Princess Grape Water disappeared with an ear splitting scream. Ever since that day, Muse has been searching the land to find and save Princess Grape Water.
    RP Sample: One day, Muse was fishing at his favorite chopping spot. While he was cutting, he smelt smoke and heard a loud scream. He knew instantly that that scream was from Princess Grape Water, his only love. He hurried back to his village where he found nothing but charred remains of his home. He looked to find Princess Grape Water, but couldn't find her anywhere. When he got to where her house used to be, he could see men carrying her off. Before he could chase after them, a part of her house fell of and knocked him out. When he finally woke up, there was no one around him. He started heading off into the direction the men were going when he came across a traveling pillow. Muse asks the pillow if he saw which direction they went, and it said they took a right 2 miles up, but everyone knows a pillow doesn't count. When he turned right, he ended up in a town called Dalencourt. He wanted to continue to look for Princess Grape Water, but he was severely low on supplies, and he had to rest in Dalencourt for awhile. Which brings us to now...
    Posted in: Minecraft Survival Servers (archive)
  • 0

    posted a message on Baequirretyn | DOWNLOAD
    Quote from Antiqua

    So late, but I love you anyways<33


    I sorry D:
    I have a lot of stuff going on until mid June

    Quote from ATGOWTWT

    How did you get 2 colors of glow block?


    It's a re-texture of pumpkins. She used her texture pack which is linked in the first post :)
    Posted in: Screenshots
  • 0

    posted a message on MCP Throws Random Errors When Recompiling
    You're missing Character.valueOf('C'), Block.fire, and Character.valueOf('S'), Item.diamond in your mod_ file for the crafting recipe.
    Posted in: Modification Development
  • 0

    posted a message on Crafting Bench Recipe Not Working.
    You have a comma after cobblestone
    Posted in: Modification Development
  • 0

    posted a message on onItemRightClick giving random item
    In the method, public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer), I'm trying to get it to return a random item. I've looked through the forums, BlockOre, BlockGravel, etc, but I can't figure out how to do that. I'm sure it's something easy, but I can't figure it out. Can anyone help?

    -Muserae
    Posted in: Modification Development
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    posted a message on [May 23, 2012][ModLoader]Muserae's Modding Tutorials
    Quote from HolySteward

    Well do you think it would be possible for you to make a working version for me.



    One thing I couldn't figure out is the F1 effect. I was looking through GuiIngame and I couldn't find it anywhere. I'm not entirely sure where it is :/

    GuiSteward

    package net.minecraft.src;
    import org.lwjgl.opengl.GL11;
    import org.lwjgl.opengl.GL12;
    public class GuiSteward extends GuiScreen
    {
    public GuiSteward()
    {
      super();
    }
    
    	public boolean doesGuiPauseGame()
    	{
    		return false;
    	}
      
    	public void onGuiClosed(){}
      
    	public void initGui()
    	{
    		controlList.clear();
    	}
      
    	protected void actionPerformed(GuiButton guibutton)
    	{
    		if (!guibutton.enabled)
    		{
    			return;
    		}
    	}
    	public void drawScreen(int i, int j, float f)
    {
      try
      {
      }
      finally
      {
      }
    		super.drawScreen(i, j, f);
    }
    }

    mod_Steward
    package net.minecraft.src;
    import net.minecraft.client.Minecraft;
    import org.lwjgl.input.Keyboard;
    public class mod_Steward extends BaseMod
    {
    private KeyBinding key_Timelapse = new KeyBinding("Timelapse Button", 33);
    public static World world;
    protected Minecraft mc;
    public boolean timelapseOpen;
    
    public mod_Steward()
    {
      mc = ModLoader.getMinecraftInstance();
    
      ModLoader.registerKey(this, this.key_Timelapse, false);
      ModLoader.addLocalization("Character Stats", "CharacterStats");
      ModLoader.setInGameHook(this, true, false);
      ModLoader.setInGUIHook(this, true, false);
    
      timelapseOpen = false;
    }
    
    public void keyboardEvent(KeyBinding keybinding)
    {
      isCharStat(keybinding);
    }
    
    public void isCharStat(KeyBinding keybinding)
    {
      if(keybinding == this.key_Timelapse && timelapseOpen == true)
      {
       mc.displayGuiScreen(null);
       timelapseOpen = false;
      }
      else if(keybinding == this.key_Timelapse)
      {
       mc.displayGuiScreen(new GuiSteward());
       timelapseOpen = true;
      }
    }
    
    public boolean statsGui;
    public void KeyboardEvent(KeyBinding event)
    {
      if(event == this.key_Timelapse)
      {
       mc.displayGuiScreen(new GuiSteward());
      }
    }
    
    public String getVersion() {return "Steward's Mod v1";}
    public void load() {}
    }
    Posted in: Tutorials
  • 0

    posted a message on Baequirretyn | DOWNLOAD
    Beautiful as always :)
    Posted in: Screenshots
  • 0

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



    I've never seen an error like that, so I don't know how to fix it. When I quick breeze through the code, I don't see anything that should break it.
    Posted in: Tutorials
  • 0

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




    That's my fault, I'm assuming you deleted '&& charStatsShowing'
    Make it look like this again:

    public void isCharStat(KeyBinding keybinding)
    {
    if(keybinding == this.key_statsGui && charStatsShowing == true)

    And in your code, in the

    public mod_TimelapseGUI()
    {
    add
    charStatsShowing = false;
    Posted in: Tutorials
  • 0

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




    I'll have to see your error
    Posted in: Tutorials
  • 0

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

    so i have this gui code, how do i open it/code it to open with a key press?


    I'll post my code, and I'll make a tutorial for it later. this will go in your mod_ file.
    The code I have will allow you to push the button again to close the gui also. (without a part of the code there, you'd have to push esc to close the gui)


    package net.minecraft.src;
    
    import org.lwjgl.input.Keyboard;
    
    import net.minecraft.client.Minecraft;
    
    public class mod_PrecursorKeybind extends BaseMod
    {
    //the 46 is the button you have to push, here's a link to a keyboard with each key labeled
    //   http://i634.photobucket.com/albums/uu70/jik_ff/keyboardKEYnumbers.png
    private KeyBinding key_statsGui = new KeyBinding("Character Stats", 46);
    public static World world;
    protected Minecraft mc;
    public boolean charStatsShowing;
    
    public mod_PrecursorKeybind()
    {
    mc = ModLoader.getMinecraftInstance();
    
    ModLoader.registerKey(this, this.key_statsGui, false);
    //addLocalization adds it to the controls option
    ModLoader.addLocalization("Character Stats", "CharacterStats");
    
    ModLoader.setInGameHook(this, true, false);
    ModLoader.setInGUIHook(this, true, false);
    }
    
    public void keyboardEvent(KeyBinding keybinding)
    {
    isCharStat(keybinding);
    }
    
    public void isCharStat(KeyBinding keybinding)
    {
    if(keybinding == this.key_statsGui && charStatsShowing == true)
    {
    mc.displayGuiScreen(null);
    charStatsShowing = false;
    }
    else if(keybinding == this.key_statsGui)
    {
    mc.displayGuiScreen(new PRGuiPlayerStats());
    charStatsShowing = true;
    }
    }
    
    public boolean statsGui;
    public void KeyboardEvent(KeyBinding event)
    {
    if(event == this.key_statsGui)
    {
    mc.displayGuiScreen(new PRGuiPlayerStats());
    ModLoader.getMinecraftInstance().displayGuiScreen(new PRGuiPlayerStats());
    }
    
    }
    
    public String getVersion() {return "The Precursor v1";}
    public void load(){}
    }


    Quote from Elyssia001



    1) Ya, I forgot to add the load and junk on the mod_ file. I'll do that after I post this :P
    2) The tabs are deleted by the forums. I'm probably going to add a download to the java classes, that's the only way I can think of to keep the tabs there. Plus it'd actually be useful.
    3) Tutorial textures would be great! That's my least favorite part about modding, making textures :P They don't have to be super detailed if you don't want to. PM me the images if you make them :)
    4) public static Block and public static final Block are basically the same thing. The only difference, is final makes so it can't be changed. The reason I don't put final is because you can make a block onRightClick change hardness, for example.
    5) I was going to do that when I was making the item tutorial, but I was too lazy xD
    Posted in: Tutorials
  • 0

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

    Seriously, thanks a lot lol. Believe me, when I get my mod working, you guys will be the first to get a beta copy. And if you're into thaumcraft or stuff like that, you'll like it.


    Sweet :)
    Send me a link to the thread when you set it up and I'll take a look :)

    Quote from Elyssia001

    I eagerly await your update Muserae! Lemme know if you need anything tested. =D


    I'm working on updating them right now. I think I have most of the day, if not all, free so I can get a lot done. There's a spam filter now so I can't just spam reserved posts. That's when mod powers come into play \o/
    The topic is locked for now, but I'll unlock it once I get the tutorials fixed.
    If you want, could you check and make sure I'm making the codes right? I don't really have the time to check if they work in game if I want to get all of these finished. I'm just checking to make sure there aren't any errors.

    Quote from subflame11

    they changed GenerateSurface to generateSurface.


    Thanks, I'm actually working on updating all of the tutorials. You finding this out makes it a lot easier on me when I get to this :P
    Posted in: Tutorials
  • 0

    posted a message on [1.2.5 ModLoader] Muserae's Modding Tutorial
    Making Your Block a Flower

    This tutorial requires a new java class named Block* replacing the * with a name. Make sure you have a mod_ file.
    This tutorial will use BlockTutorial and mod_Tutorial.
    I recommend reading the notes and comments added in the Basic Block tutorial first.

    BlockTutorial
    package net.minecraft.src;
    import java.util.Random;
    
    public class BlockTutorial extends Block
    {
    	protected BlockTutorial(int par1, int par2, Material par3Material)
    	{
    		super(par1, par3Material);
    		setTickRandomly(true);
    		float f = 0.2F;
    		setBlockBounds(0.5F - f, 0.0F, 0.5F - f, 0.5F + f, f * 3F, 0.5F + f);
    	}
    
    	protected BlockTutorial(int par1, int par2)
    	{
    		this(par1, par2, Material.plants);
    	}
    
    //Will take the blocks in the canThisPlantGrowOnThisBlockID method and will allow or not allow you to place it on the block
    	public boolean canPlaceBlockAt(World par1World, int par2, int par3, int par4)
    	{
    		return super.canPlaceBlockAt(par1World, par2, par3, par4) && canThisPlantGrowOnThisBlockID(par1World.getBlockId(par2, par3 - 1, par4));
    	}
    
    //You can add or remove blocks you don't want it to generate on
    	protected boolean canThisPlantGrowOnThisBlockID(int par1)
    	{
    		return par1 == Block.grass.blockID || par1 == Block.dirt.blockID || par1 == Block.tilledField.blockID;
    	}
    
    //Tells what to do when a block next to the flower breaks
    	public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
    	{
    		super.onNeighborBlockChange(par1World, par2, par3, par4, par5);
    		checkFlowerChange(par1World, par2, par3, par4);
    	}
    
    	public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)
    	{
    		checkFlowerChange(par1World, par2, par3, par4);
    	}
    
    //Tells to drop the block as an item (the block will return itself)
    	protected final void checkFlowerChange(World par1World, int par2, int par3, int par4)
    	{
    		if (!canBlockStay(par1World, par2, par3, par4))
    		{
    			dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0);
    			par1World.setBlockWithNotify(par2, par3, par4, 0);
    		}
    	}
    
    	public boolean canBlockStay(World par1World, int par2, int par3, int par4)
    	{
    		return (par1World.getFullBlockLightValue(par2, par3, par4) >= 8 || par1World.canBlockSeeTheSky(par2, par3, par4)) && canThisPlantGrowOnThisBlockID(par1World.getBlockId(par2, par3 - 1, par4));
    	}
    
    	public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int i)
    	{
    		return null;
    	}
    
    	public boolean isOpaqueCube()
    	{
    		return false;
    	}
    
    	public boolean renderAsNormalBlock()
    	{
    		return false;
    	}
    
    	public int getRenderType()
    	{
    		return 1;
    	}
    }


    For the mod_Tutorial part, refer to the Basic Block tutorial.
    Only difference is this
    				public static Block tutorial = new BlockTutorial(200, 0, Material.rock).setHardness(0.6F).setResistance(5F).setBlockName("tutorial");

    will change to this
    				public static Block tutorial = new BlockTutorial(200, 0).setHardness(0.6F).setResistance(5F).setBlockName("tutorial");
    Posted in: Tutorials
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