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    posted a message on How will this PC run FTB modpacks?

    I bought it for its high boost clock - 3.7ghz. I've only heard that an i5 has no problem with feed the beast. But I guess I'll find out!

    Posted in: Mods Discussion
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    posted a message on How will this PC run FTB modpacks?

    I just ordered the parts for my gaming PC and wanted to know how well I would be able to run FTB Infinity:

    http://pcpartpicker.com/p/f9Hzt6


    I've seen a gtx 970 struggling to keep 45 fps in some situations, but that doesn't make sense to me. I chose an i5 4590 and a GTX 960, which is great for gaming, but I've heard that FTB Infinity is a VERY heavy pack that really pulls down fps. Would I be able to max out the video settings or would that be asking for too much?

    Posted in: Mods Discussion
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    posted a message on How do I use key bindings in a GUI?

    Keyboard.isKeyDown indeed works, but I was seeing if I could find a solution that uses Minecraft's api. But if that's the only option, so be it!


    Thanks jabelar and coolAlias :)

    Posted in: Modification Development
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    posted a message on How do I use key bindings in a GUI?
    Quote from coolAlias»

    Use #getIsKeyPressed() rather than #isPressed() - the latter does not work very well, as you've discovered.


    Also, since you are in a GUI, you have the keyTyped method that is called any time a key is pressed - you should use that instead.


    Actually getIsKeyPressed doesn't work either!


    As for the keyTyped method, I previously stated that I cannot use that because it does not supply continuous key input (There is no 'keyreleased' event in the gui).

    Posted in: Modification Development
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    posted a message on How do I use key bindings in a GUI?
    I ran into a similar issue when developing the Quick Deposit portion of my mod (see sig). I ended up using a tick handler and checking if the key is down and the GUI is open which basically acts as a key listener for that GUI.


    Ooo, that sounds interesting! So a tick handler can receive input events even if a gui is open? And will it prevent having to "steal" events from minecraft?


    Thanks for answering :)

    Posted in: Modification Development
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    posted a message on How do I use key bindings in a GUI?

    Yeah, I think that's my only option because I found out keybindings are only for when you're actually playing the game. When a gui is open, it doesn't detect key presses purposely. In the GuiScreen class, I found out that keyTyped actually uses handleKeyboardInput which uses lwjgl events directly, so I might just override the handleKeyboardInput method. I'm still surprised that there isn't any 'proper' way to do this. I know there exists a pacman arcade mod that also makes use of a playable game within a gui, so I'm guessing it uses the same technique.


    Anyways, thanks for the help! (Because I doubt anyone else would have answered)

    Posted in: Modification Development
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    posted a message on How do I use key bindings in a GUI?

    I'm going to be making an interactive game in a gui, but I need to be able to use the vanilla keybindings (like 'right', 'left' etc). I've tried detecting when one of those keys is pressed, but it's always false. I also can't use keyTyped because I need continuous key input. Here's what I've tried:


    [/p]
    [p]public class GuiGame extends GuiScreen {
       
       public GuiGame() {
          
       }
       
       @Override
       public void updateScreen() {
                    //Always false, doesn't print
          if (mc.gameSettings.keyBindForward.isPressed()) {
             System.out.println("Forward pressed");
          }
       }
       
       @Override
       public boolean doesGuiPauseGame() {
          return false;
       }
       
       @Override
       public void drawScreen(int arg0, int arg1, float arg2) {
          drawDefaultBackground();
       }
    }[/p]
    [p]


    Is there something wrong with what I'm doing? Please help me if you know anything, I've been searching for 2 days!

    Posted in: Modification Development
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    posted a message on [Updated-1.1] Coal to Diamond Compressor Mod!
    That is correct!
    Posted in: Minecraft Mods
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    posted a message on [Updated-1.1] Coal to Diamond Compressor Mod!
    Quote from AFluffingWreck»
    A friend and I were planning to use this in a modpack that would be listed in the third party packs on the FTB launcher. May we have your permission to use it?

    Yes!
    Posted in: Minecraft Mods
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    posted a message on [Updated-1.1] Coal to Diamond Compressor Mod!
    Firstly, if you don't need lava, than you are using version 1.0; version 1.1 includes the need for lava buckets for increased difficulty. If you want to upgrade, you can replace the old jar with the v1.1 jar.

    Second: for now, I think I will keep it at 64 coal -> 1 diamond, because you're basically suggesting 32 coal -> 1 diamond (288 coal -> 9 diamond), which is a little too easy IMO.
    Posted in: Minecraft Mods
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    posted a message on [Updated-1.1] Coal to Diamond Compressor Mod!
    Quote from canabal32»
    does this mod work with buildcraft?

    As far as I can tell, yes. I've seen someone do a video where coal was being pumped into the compressor. I don't know fully how minecraft handles slots so there isn't any guarantee.
    Posted in: Minecraft Mods
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    posted a message on How to render text over entity?
    Thank you so much! I found this simple method in the Render class: func_147906_a(entity, string, x, y, z, distance)
    Posted in: Modification Development
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    posted a message on How to render text over entity?
    Ok, I'll see what I can find.
    Posted in: Modification Development
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    posted a message on List of Mods for 1.8.9
    Cool
    Posted in: Minecraft Mods
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    posted a message on How to render text over entity?
    How can I render text (with a black background) over an entity? It needs to be able to show through walls and always face the player.
    Posted in: Modification Development
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