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    posted a message on Delay in between lines of code?

    Maybe instead of trying making the thread sleep you can instead subscribe to the player tick event and have the ticks be your clock. I believe 20 ticks would be one second.

    Posted in: Modification Development
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    posted a message on Need help in developing an ecological game within Minecraft

    Hmm, if I understand what you want correctly, something you can do to achieve your goal is by adding a capability to the player. For example, the player will start with "No Role" and through some mechanism obtain a role. Then you would simply need to override the related events such as interacting with a beehive using something like the BlockToolInteractEvent, check the block, and the player's role from the capability and canceling it if they don't have the correct role, and allowing and logging it if they do.

    Posted in: Modification Development
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    posted a message on Modding Development Help!

    For your IHasModel question, a quick google search netted this post: https://www.minecraftforge.net/forum/topic/67657-a-question-about-ihasmodel/


    As to your problem, this is just a guess here (since I'm using 1.15.2) but I think it's the problem with the slipperiness being set to 0. The value is between 0 and 1 with the default value (in 1.15.2 at least) being 0.6. Looking through the Minecraft code documentation, I found this entry about slipperiness:


    Note that entities may reduce slipperiness by a certain factor of their own;
    * for {@link net.minecraft.entity.EntityLivingBase}, this is {@code .91}.
    * {@link net.minecraft.entity.item.EntityItem} uses {@code .98}, and
    * {@link net.minecraft.entity.projectile.EntityFishHook} uses {@code .92}.



    I believe this hasn't changed in a while since the class names are wrong, anyways, looking through the code I see that there is a point where they divide by the slipperiness^3 and since yours is 0, it's dividing by 0. Looking into it, for java, when dividing by a non-integer 0 you get infinity and that big number is getting applied to your velocity.


    So the fix should be a simple as increasing the slipperiness to something other than 0.

    Posted in: Modification Development
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    posted a message on Change Minecraft Vanilla code and mob drops for mod
    Quote from happygill16»

    This is very messy. I don't see where you ever assigned a value to cow_hide

    Are any of your items even working?


    it seems to only be set to null and never called



    If you look at the top of the class, he added the ObjectHolder annotation which assigns the value to it when it's registered.


    That being said, while I guess you can add drops when a cow dies, I suggest looking into loot tables and adding your item to the cow loot drop. More info here: https://minecraft.gamepedia.com/Loot_table#Data_packs

    Posted in: Modification Development
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    posted a message on Minecraft Deobfuscator (Discontinued) - Deobfuscation of Minecraft Code

    Glad to see that it still works (at least for me). No idea what happened to the lite version, it's not in my dropbox anymore, so I removed the link. Did it work for you @Pangamma?

    Posted in: Minecraft Tools
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    posted a message on SpriteCraft Help! Not getting any .bat or .jar files/files not working

    I use Peazip to extract. Also maybe your anti virus is deleting the file?

    Posted in: Minecraft Tools
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    posted a message on Minecraft Deobfuscator (Discontinued) - Deobfuscation of Minecraft Code

    And updated. The update is live. Find the link in the main post.

    Posted in: Minecraft Tools
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    posted a message on Minecraft Deobfuscator (Discontinued) - Deobfuscation of Minecraft Code
    Quote from Z_Doctor»

    Has it been 4 months since I last updated this? Man feels like it's been way longer. Pretty happy with the fact that new versions of minecraft don't break this either. Are people interested in the source code?




    Okay, maybe I spoke to soon about my code not breaking. I was working on an update for this tool from Windows Forms to using WPF and I ran into a few bugs, one that just made it stop working o.O Anyways, about done with a beta version that will offer some more features and improvements. One such feature is a search box that lets you search for obfuscated and deobfuscated names, something I tried and failed at last time along with an improvement on how mappings are selected.


    Will be posting a download link in the next day or so to finish, fix and improve some things. Feedback is encouraged and some testers would be nice. Perhaps some suggestions on other tools. Do people want source?!


    Posted in: Minecraft Tools
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    posted a message on Minecraft Deobfuscator (Discontinued) - Deobfuscation of Minecraft Code

    Has it been 4 months since I last updated this? Man feels like it's been way longer. Pretty happy with the fact that new versions of minecraft don't break this either. Are people interested in the source code?

    Posted in: Minecraft Tools
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    posted a message on I want to learn to make a Minecraft 1.12.2 mod.

    Can't tell if troll post (because the proof is not really proof), but, if not, to start modding you need to know the basics of Java. You would then want to get Minecraft Forge (since I assume you want support with other mods) and learn the basics of making mods and setting up you're dev environment (there are many tutorials out there). From there it is a matter of persistence, creativity, problem-solving and ingenuity to come up with things and find/make any assets (textures, models, sounds, etc) that you need. Many mods die at that last part.

    Posted in: Mods Discussion
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    posted a message on Minecraft Deobfuscator (Discontinued) - Deobfuscation of Minecraft Code

    Well, I decided to update this. Hopefully, this fixes any issues anyone was having with it. Feel pretty good that I made it with C# instead of java. I also completed it way faster than I thought I would. Took me around than 12 hours in total, I think. Feels good man.

    Posted in: Minecraft Tools
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    posted a message on Are there standard libraries for mod development? Specifically world gen?

    I created one called LazyModder then rewrote it as LazyLibrary. I think it made writing mods easier, but it never caught on, thus I stopped working on it. Maybe eventually I'll feel like working on it again. It added some support for world gen (i.e. adding ores).

    Posted in: Modification Development
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    posted a message on Taking mod requests and updates
    Quote from Alexiy»

    I made a prototype - MobCaptor-1.12.2-0.1.

    Recipes:


    I don't know if its just me, but the coloring seems to be off for both of them. The left one is blue barrel and green handle, yet the recipe looks like it should be a green barrel and blue handle. The others input is yellow and an iron/silver color yet turns blue and green.


    As a side note, I have no context for what this is for.

    Posted in: Requests / Ideas For Mods
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    posted a message on Checking the mods on the server compared to client

    I simply need to be able to know what mods (if any) are on the server when the client connects. Is there an event I can subscribe to. I know there is a handshake where this information is exchanged, but I don't know how to go about hooking to it.

    Posted in: Modification Development
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    posted a message on Inserting a profile into the launcher

    I know forge does this, I don't know for certain, but I'm pretty sure it just reads the folders that are in a certain folder for profiles, but I could be wrong.

    Posted in: Modification Development
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