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    posted a message on Beginner Modder's Questions
    Thanks, I'll look into it. If I continue to have problems I can't solve on my own, I'll probably use this page again. Until then, I'm off to better understand Java. Thank you for the tip.
    Posted in: Modification Development
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    posted a message on Beginner Modder's Questions
    Part of my problem is that I know what I need to code, but not how. I'm still fairly new to modding, so even though everything you guys have suggested I understand, I don't know how I would type things like getUpdate in. I know what I need to utilize to code this, but I don't know how to use them. For example, I know that to detect the item, I need to use @Override and getUpdate together. From then on, the only thing I know is the line used to add a potion effect. I'm not sure what is in the line between adding the effect and the getUpdate. I've done my best to learn as much as I can so I wouldn't have to ask silly questions like these, but unfortunately I still have some.

    On another note, I coded the block to give debuffs when walked on. The coding is:

    public void onEntityWalking(World world, int par2, int par3, int par4, Entity entity){

    if (entity instanceof EntityLivingBase) {

    ((EntityLivingBase) entity).addPotionEffect(new PotionEffect(Potion.confusion.getId(), 200, 2));



    I don't know how to post in a code box, sorry. So, how would I change this so the block does not give the debuff when wearing the boots?
    Posted in: Modification Development
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    posted a message on Beginner Modder's Questions
    I already have it so the block gives the debuffs when walked on, I just need to check if the entity is wearing certain boots. Going to try your suggestions.
    Posted in: Modification Development
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    posted a message on Beginner Modder's Questions
    I have progressed further in modding, and come across another issue. The mod revolves around a hazardous material that grants debuffs when in the inventory or when it's block form is walked on. However, I am not sure how to detect when the item is in a player's inventory, or if they are wearing special boots that null the debuffs when walking on the block. I have attempted researching this problem, but nothing turned up that could help me. How would I code these into the mod?
    Posted in: Modification Development
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    posted a message on Beginner Modder's Questions
    Hey, you tried. I thank you just for that. I will try to contact the modder that made that similar shaking screen effect I mentioned before. I will find some tool tutorials to read and/or watch, and go from there. I'll post sometime soon after that. Thanks again for your help.
    Posted in: Modification Development
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    posted a message on Beginner Modder's Questions
    I do not plan on including any tools in my mod, so I skipped over toolmaking tutorials. Would I have missed any important basic info in these tutorials?
    Posted in: Modification Development
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    posted a message on Beginner Modder's Questions
    The effect you mean is Nausea, and if by code you mean id, that would be 9. I was actually going to use nausea with the custom effect, so I guess I could also use it as a placeholder. I have done my best to learn the basics, and I will continue to. I'll look into Jabelar's and Haavy's. Thank you for your help.
    Posted in: Modification Development
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    posted a message on Beginner Modder's Questions
    I have started developing a mod, as the title would suggest. I know the basics, and have made items, blocks, crafting recipes, and a creative tab. But I can no longer find good sources to learn more about modding in 1.7, so I can't progress in modding. Now, I have a quite a few questions, but I'll start out with 2. First, I would like to make a potion effect that makes the players screen spaz out and shake violently. I have seen it done before, so I know it's possible. I just have no idea how to do this. This effect should occur when a certain item I made is in a player's inventory. The second question is if anyone knows a good source for modding in 1.7. I've tried MrCrayfish, Wuppy, Scratchforfun, and the written forge tutorials(which sometimes are hard to follow) so I wouldn't have to ask these noob questions and bother everyone. Thank you to those who help or try to help.
    Posted in: Modification Development
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    posted a message on Bioworks: Facility 37 -Semi-Horror Adventure Map
    Figured I may as well release some of the things that will be encountered, especially the obvious ones.



    Project Dinnerbone

    -A pig permanently living upside down.

    Experiment Colloquium

    -A sentient sign able to communicate with people by writing on itself.

    Experiment Leftovers

    -A horse made to decompose rapidly, but stay alive. Does not enjoy the presence of humans...

    Project Rainbow

    -A sheep with wool that changes colors.
    Posted in: WIP Maps
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    posted a message on Bioworks: Facility 37 -Semi-Horror Adventure Map
    Hello, Minecraft community! I have worked on many maps in my past, some finished, others abandoned, all unreleased. Being an unconfident builder but experienced redstoner, I never found my maps suitable for others to play. However, the current map I am working on I am having quite a bit of fun with. It is loosely based on the stories of the SCP Foundation, and also the game SCP Containment Breach, which too, is based off of the SCP series. The map will not be finished for quite a while, so I really do mean it when I say it is "a work in progress." Although I do believe I am good at redstone, I get easily confused much like an other person would. These skills will and have sufficed as I have built the map, but will slow progress greatly.
    As for the map's basis, you play as a newly accepted doctor working for Bioworks, a corporation that performs experiments on mobs and other biological material. Throughout the map you perform experiments and progressively gain higher security clearance. However, the new position also brings about new dangers and unexpected events...
    I have not posted screenshots, but if they are absolutely required, I have about 3 or 4 I could use. Below are some extra things I thought I may add to this post.

    Bioworks Current Specimens
    A list of the current projects or finished experiments of Bioworks, currently in containment.(monsters/traps/ambient things/cool things/etc. that I have finished)
    Project Rainbow
    Project Port
    Project Mush
    Project Dinnerbone
    Project Leftovers
    Experiment Magnus
    Project Blackout
    Project Racket
    Experiment Capa
    Experiment Vacuus
    What's this? No descriptions? You won't be getting that much knowledge of the map, my friends. Feel free to guess what these may do or might be. I just may tell you if you are right, should I find it worth releasing. Oh, and also- If any of you have an idea for a project/experiment or a name for it, please let me know. Coming up with these ideas isn't as easy as you would think; Minecraft, like everything else, has it's limits.
    Should you have decided that you are too good to read the blurb of descriptions and explanations at the top, I thought I would take your time to make one thing clear- this map is far from done and may stay like that for a while. My inadequate(I believe, at least" building skills and experienced but slightly limited redstoning skills will contribute to the speed, as well as any support from all you wonderful people who decide to read spoiler number 2, on Bioworks' inmates. And finally, I try to be as trustworthy as possible- but there are no guarantees this map will ever be finished. It may be abandoned like the rest, but the chances of these at the moment are fairly low.
    Posted in: WIP Maps
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    posted a message on Blackout Trick
    What I Found:
    So I assume many of you know the entity freezing trick. And if you don't, you give an entity high levels of speed and slowness at the same time, and it stops it from moving, jumping being an exception. However, I found another strange trick when mixing opposite potion effects together. I call it the Blackout trick for obvious reasons.

    How to Perform the Blackout Trick:
    Give yourself any levels of blindness and night vision to create a rather strange effect. The player can see absolutely nothing but the sun and moon. Everything else is black. You can't even see the ground you are standing on.

    Am I the first?:
    So, I'm not sure if anyone else has discovered this, even through heavy searching. Has anyone else found this cool trick besides me?
    Posted in: Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Thanks for all your help! I'll try each idea eventually. So, I did some testing on the custom potions question and discovered that it is impossible to apply redstone to custom potions. In fact, it's impossible to add any ingredient to custom potions except gunpowder. However, that's only if the potion isn't a splash.
    Posted in: Maps Discussion
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    posted a message on [1.4.7] Undead+ V.0.9.9
    (Cricket chirping) Hello? Anyone there?
    Posted in: WIP Mods
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from zero9089

    I got a question: I was playing UT3 and you know how he gives you all the weird potions, What would using redstone on them do? would it make all the effects longer or what?

    An interesting question. I've never tried this... If I were to guess without testing it, I'd say it must have something to do with the current duration, though I can't be sure. For all we know it could corrupt the world. I'll test this later with different potion durations.
    Now, while taking a break from building my first CTM map, I began building a Minecraft Museum. While making a mob section, I had to make statues of the 4 largest mobs, the Enderdragon, ghast, Wither, and giant because they are to large to contain. Is there any way I could immobilize them instead? I made a potion that does it, but it only works on flightless mobs.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Rubisk



    What are your pc specs? You'll need a good pc to run it. Try turning down block render distance (or w/e it's called).

    @ torien, looks amazing man! Great job, looking forward to your map!!!

    Not sure, but earlier versions of MCEdit ran perfectly.
    Quote from Delthyn

    Alright, question time.

    As some of you know, I was gone for 10 months. I touched a few maps during that time, but didn't finish any of them. In addition, 1.4 was the last update I knew backwards and forwards. 1.5 and 1.6 are still new to me. So obviously, some of the CTM maps I looked at today were pretty difficult for me.

    So what are some easy maps to play? I'd prefer to avoid void-heavy maps and Hard to ROM-Hack maps for the time being. Something simple and easy is what I need. Any suggestions?

    Try Vechs' Sunburn Islands. It's an old map from good 'ol 1.7.3, but it's a good one. With the new mob AI's, some dungeons can be pretty difficult, but the whole map is relaxed compared to the others. I recently completed it in 1.6.2 with about 20 deaths. The map is a challenge, but far from impossible. A good one for the adventurous type, too.
    Posted in: Maps Discussion
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