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    posted a message on Minecraft SMP error: Internal Exception: java.net.SocketTimeoutException: Read timed out
    Whenever I try and connect to a specific minecraft server, it gives me an error: "Internal Exception: java.net.SocketTimeoutException: Read timed out" and doesn't let me connect. On the server, however, it shows that I have connected and it loads my model and everything for other people to see. How do I fix this?
    Posted in: Legacy Support
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    posted a message on [Poll] What type of server would you rather play on?
    Two ideas:

    RPG - Your typical Multiplayer RPG, with a main quest, side-quests, story, quest hubs, etc.

    RP - Where the story and quests are fueled by the players on the server, as they themselves build the towns and such.


    What would you rather play in?

    1) A world with both of these elements, players would be on a main quest and would also be free to build where they want

    2) Two separate worlds that you can freely travel between, one being the main quest world, and one being the one you can build in (Sort of like the Runescape housing system, except all on one world)
    Posted in: Discussion
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    posted a message on Troubles with Steps.

    Still doesn't work =(
    Posted in: Mods Discussion
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    posted a message on Troubles with Steps.
    Quote from Rabisu

    That's strange... I'm not sure what caused that, but you definitely need breaks if you want the switch to work normally.

    It's because he's using return syntax. Break syntax ends the statement (Switch in this case), however return syntax ends the whole method, that's why. Also, the blocks render properly in the inventory and when we set the metadata through worldedit, so it's not that.

    Our problem is that we need the block to use our custom item class with getPlacedBlockMetadata, and we don't know how to do this.

    We've tried this so far, but to no avail:
    ModLoader.RegisterBlock(blankBlock, ItemBlank.class);

    ModLoader.AddRecipe(new ItemBlank(Block.cobblestone, 2), new Object[] {
             "t", Character.valueOf('t'), new ItemStack(template, 1, 0)
          });



    P.S. I'm the coder(I've been coding for a while) that is helping Tyken make his mod.
    Posted in: Mods Discussion
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    posted a message on Can you put mods in a folder?
    Quote from Proloe

    No.

    End of topic.

    woah woah woah. Hold on there.

    You can put your file into a folder all you want, but you can't just drag the folder in, unfortunately. All you have to do is go into the folder, press ctrl+a and then drag the stuff in, tho.
    Posted in: Mods Discussion
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    posted a message on Keeping metadata from inventory?
    Quote from Rabisu

    I forget how I fixed this, but I was having a similar problem for hours while testing my own Wool blocks. I'll look into it.

    Edit: Try this
        public int getPlacedBlockMetadata(int i)
        {
            return i;
        }

    In your ItemBlockName.java

    Thanks, it works beautifully.
    Posted in: Mods Discussion
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    posted a message on [HELP] What's wrong with this code, why won't it detect diagonal?
    Quote from Thieves

    I meant that one, It first told me I and J were already declared so i took them out of the header, and since i didn't see k anymore i took that out too, but it still doesn't work.
    Maybe you know what's wrong with the header?

    oops, I forgot about the parameters.
    Change it to this:
    public boolean blockAY(IBlockAccess iblockaccess, int i, int j, int k)
        {
            int[] mnm = new int[27];
            int l=0;
            for(int x=-1;x<2;x++)
            {
                for(int y=-1;y<2;y++)
                {
                    for(int z=-1;z<2;z++)
                    {
                        mnm[l]=iblockaccess.getBlockId(i+x,i+y,i+z);
                        l++;
                    }
                }
            }
            for(int m=0;j<mnm.length;j++)
            {
                if(mnm[m]==Block.dirt.blockID)
                {
                    return true;
                }
            }        
            return false;        
        }
    Posted in: Mods Discussion
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    posted a message on [HELP] What's wrong with this code, why won't it detect diagonal?
    Quote from Thieves

    Well i tried a lot of things but i can't seem to get it to work, i don't know what's wrong.

    look at my very first quote, I fixed the code inside of there.
    Posted in: Mods Discussion
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    posted a message on [HELP] What's wrong with this code, why won't it detect diagonal?
    Quote from Thieves

    Would you help me out a bit more, I don't really get what you meant (said another way i thought ijk stood for xyz, isn't this true?)

    1) Look in my quote, I cleaned up the code a bit and fixed it for you

    2)ijk does stand for xyz, what I was saying is that when you looked through the blocks, and did i+1, j-1, etc. you forgot all of the combinations that involved x, y, AND z:

    (this has one changed, i)
    int mnm3 = iblockaccess.getBlockId(i+1, j, k);


    (this has two changed, j and k)
      
    int mnm15 = iblockaccess.getBlockId(i, j-1, k-1);


    but none that were like this:
    int mnm72 = iblockaccess.getBlockId(i+1, j+1, k-1);
    Posted in: Mods Discussion
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    posted a message on [HELP] What's wrong with this code, why won't it detect diagonal?
    Quote from Thieves

    What is wrong with this code?
    It only works for blocks right next, but i want it to work for a above and then right next to it. (like next to the block of air above the main block)
    public boolean blockAY(IBlockAccess iblockaccess, int i, int j, int k)
        {
            int[] mnm = new int[27];
            int i=0;
    	for(int x=-1;x<2;x++)
    	{
    	    for(int y=-1;y<2;y++)
    	    {
    	        for(int z=-1;z<2;z++)
    	        {
    	            mnm[i]=iblockaccess.getBlockId(i+x,i+y,i+z);
    	            i++;
    	        }
    	    }
    	}
    	for(int j=0;j<mnm.length;j++)
            {
                if(mnm[j]==Block.dirt.blockID)
                {
                    return true;
                }
            }        
            return false;        
        }


    O and i know this is a bit messy, i don't know how to make it any better.


    To answer your question, you forgot to do all of the combinations involving x, y, and z (i.e. iblockaccess.getBlockId(x+1,y-1,z+1):wink.gif:
    Posted in: Mods Discussion
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    posted a message on Keeping metadata from inventory?
    I'm trying to use different metadata in my block to render different textures (similar to how half slabs or logs work), however, whenever I have a block in my inventory (with damage values), it renders properly, however when I place the block, the metadata is reset to 0 and it renders as the 0 textures. I took a look at why this is happening:

    (in ItemBlock.class)
        public boolean onItemUse(ItemStack itemstack, EntityPlayer entityplayer, World world, int i, int j, int k, int l)
        {   
            
            if(world.canBlockBePlacedAt(blockID, i, j, k, false, l))
            {
                Block block = Block.blocksList[blockID];
                if(world.setBlockAndMetadataWithNotify(i, j, k, blockID, getPlacedBlockMetadata(itemstack.getItemDamage())))//notice how getPlacedBlockMetaData() determines the metadata for the place block
                {
                    Block.blocksList[blockID].onBlockPlaced(world, i, j, k, l);
                    Block.blocksList[blockID].onBlockPlacedBy(world, i, j, k, entityplayer);
                    world.playSoundEffect((float)i + 0.5F, (float)j + 0.5F, (float)k + 0.5F, block.stepSound.func_1145_d(), (block.stepSound.getVolume() + 1.0F) / 2.0F, block.stepSound.getPitch() * 0.8F);
                    itemstack.stackSize--;
                }
                return true;
            }
        }


    (In Item.class)
        public int getPlacedBlockMetadata(int i)
        {
            return 0;
        }


    So no matter what the damage value is (let's say, 15), the metadata will always come out as 0. I tried looking through Block.class, BlockLog.class, and BlockStep.class and none of them seem to have the answer, so how can I get around this?
    Posted in: Mods Discussion
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    posted a message on Baezon's Redstone Simulator v2.2!
    Quote from user1928 »
    LOOK, I KNOW THIS SOUNDS VERY STUPID. But how in the world do you make this thing work? I downloaded the file and don't know where to go from there. Thanks to any who answer this.
    -user1928

    Open the .jar with java
    Posted in: Minecraft Tools
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    posted a message on in case you're confused about the name "Steve"
    Actually, Notch came up with the name randomly and it just caught on:
    http://twitpic.com/33e0n7
    Look near the bottom.
    Posted in: Survival Mode
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    posted a message on Glitches that should not be fixed?
    Quote from Satharis »
    Quote from bleachisback »

    How are they "unfair"? As stated above, it's a sandbox game, if you don't want to do something, then don't do it, it's not like it will alter your progress in the game. I personally enjoy the fact that you can do so many cool things in the game and take advantage of them, such as making TNT cannons, minecart storage depots, etc.


    For reference unfair refers to difficulty or challenge, not whether or not enough people dislike something to remove it.

    Just because you like something doesn't mean it's balanced, ontop of that I've noticed alot of people on this forum are rather petty in that they can't stand anything they like being removed. Spending a little iron for essentially infinite speed is not the same as using a ton of gold on powered tracks.

    Saying it's a sandbox game, doesn't change **** about the gameplay, just your PERCEPTION of whether or not the pre-established game rules matter or not in comparison to other game. Make a sword? Cool, you hit mobs with it, durability drops, eventually it breaks. Wanna mod it? That's nice, now it has infinite durability, and is CHEATING.

    TL;DR: Nobody cares if you payed for the game and have a superiority complex over it because it's a "sandbox game" some glitches shouldn't be left in a game just BECAUSE people are tempted to use them.


    I'm not just saying it's a sandbox game, it IS a sandbox game. You don't HAVE to do anything in the game, you can do whatever you want in it. If the way you happen to like to play is by giving yourself infinite durability on your sword, so be it, but as long as it isn't bothering other people I don't see why you should go out of your way to remove something that some people enjoy.
    Posted in: Survival Mode
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    posted a message on New computer soon.... expert help?
    Quote from Satharis »
    Quote from bleachisback »

    I'm not saying I would, I'm just saying that as more expensive computers, they were way better. Alienware was kind of known for that.

    As for your first question, you might want to ask someone who owns a macbook, I haven't dared tread into laptop territory yet. I'm just too happy with my tower ^^


    Sorta, "way better" is subjective, I could build you a 3k dollar computer and charge you 5k for it, doesn't mean it's better then the 3.5k one i sell next to it, as a mythical comparison.

    Costs more doesn't always mean better, there's a line between manufactured better, and just extra fluff.

    True, but what I'm saying is that they usually did deliver on the price, their computers were known for actually being good.

    And feel free to not pick apart this post ^^
    Posted in: Survival Mode
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