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    posted a message on Xaero's Minimap 1.16.3 Forge [Fabric | 1.15.2 | 1.14.4 | 1.12.2 | 1.8.9 | 1.7.10 | more]

    Hey there. I actually haven't played in awhile but I'm starting back up again. Still playing 1.7.10 because of Buildcraft and am playing on a personal server/multiplayer instead of the normal singleplayer setup. Running Thermos 1.7.10 1614, buildcraft, optifine, 1.12.7 of the minimap and b1.8.1 of the world map.


    I actually mentioned this "bug" several versions ago before I had stopped playing, you had corrected it, but somehow between then and now you either changed it back or it put itself back in. The y coordinate under the minimap shows the eye-level instead of the feet-level. I tried to go backwards through the thread to see if you reverted it back or not but didn't notice any mention of it after you made the change.


    Keep up the good work!

    Posted in: Minecraft Mods
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    posted a message on Xaero's Minimap 1.16.3 Forge [Fabric | 1.15.2 | 1.14.4 | 1.12.2 | 1.8.9 | 1.7.10 | more]
    Quote from xaero96»

    This could be true but I don't think it is. The config hasn't changed that much since the 1.9.1 update that 1.8 is on. I'm guessing he's using some very old version that has the config files in the old location.

    Like I said, was guessing based on my experience with other mods. *shrug*
    Posted in: Minecraft Mods
  • 2

    posted a message on Xaero's Minimap 1.16.3 Forge [Fabric | 1.15.2 | 1.14.4 | 1.12.2 | 1.8.9 | 1.7.10 | more]

    eh....what?

    Dunno about the gingerbread man but going from 1.8 to 1.9.4 most mods would update their config files to the newer settings/layout/etc. Going backwards from that, (1.9.4 back to 1.8) 1.8 wouldn't be able to understand the new settings and so would start over. Only guessing though.

    Posted in: Minecraft Mods
  • 1

    posted a message on Xaero's Minimap 1.16.3 Forge [Fabric | 1.15.2 | 1.14.4 | 1.12.2 | 1.8.9 | 1.7.10 | more]

    I just started using the 1.7.10 version (1.9.1.1) because I've been having issues with 1.8.9 and 1.9.4 so I don't know if anybody else has noticed this before or not, but the coords shown has the y coord as the eye level not the feet level like you have it in the 1.8.9 version. You probably don't consider that a 'bug' but it does seem off to me when I'm building things and I have to remember to subtract 1 when I look at my coords so I don't mess things up. *shrug*


    (that, and I don't feel like digging through 45 pages. :) )

    Posted in: Minecraft Mods
  • 1

    posted a message on Xaero's World Map 1.16.3 Forge [Fabric | 1.15.2 | 1.14.4 | 1.12.2 | 1.8.9 | 1.7.10 | more]

    Please don't pester mod creators about when they'll update their mods. They'll update if/when they can.

    Posted in: Minecraft Mods
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    posted a message on Xaero's World Map 1.16.3 Forge [Fabric | 1.15.2 | 1.14.4 | 1.12.2 | 1.8.9 | 1.7.10 | more]

    I would like to make one suggestion. Make the map key (default m) to be a toggle instead of having to hit esc to leave the map? Unless it already is and my game was just trolling me.


    Keep up the good work.

    Posted in: Minecraft Mods
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    posted a message on Snapshot 12w22a Ready For Testing!
    figured this'd be the place to mention a bug (if it's not, move it or let me know). been playing this snapshot with the particles set for reduced. mined down to level <10 and was getting choppy with all the bedrock particles flying around. set the particles for minimal and that helped my fps immensely. however, after that I noticed that when breaking blocks, nothing was dropping. digging in stone with a stone pickaxe and was still in survival mode, but no cobble was dropping. anybody else have this issue or can confirm?

    scratch that. everything seems back to normal. not sure what happened there.
    Posted in: Minecraft News
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    posted a message on Need to undo new snapshot DL
    when you start minecraft, above the 'login' button is the button for options. hit that, then hit the 'force update' button. then login as normal. it will take re-update you to the latest 'official' patch, that being 1.2.5.
    Posted in: Legacy Support
  • 0

    posted a message on [request] mod mob skins
    That'd be great. Figured it'd be easier than digging through all the free skin galleries/threads. :)
    Posted in: Skins
  • 0

    posted a message on [request] mod mob skins
    Hey there. sorry if this is in the wrong section. I'm currently working on a mob and part of it is some new mobs. I suck at graphic stuff so I'm hoping I can get someone to help me come up with some skins (and models for them if you don't want the standard biped) for the mobs I have in mind.

    The first one is gonna be a friendly, follow-you-around-and-help-kill-things type. Armed with a bow, I'm thinking along the lines of a LOTR ranger.

    Second one is a hostile, raider mob. They'll have a sword and be a bandit.
    Posted in: Skins
  • 0

    posted a message on modloader new item drop from unmodified mobs
    Anybody else? Since I know it's possible, and if anybody's actually played Tales of Kingdoms you've seen it too. You kill a mob, it drops coins. and the mod is just a 'drop the zip file in the mods directory' type. no changing of base classes involved, besides modloader. The way of getting it set up would probably be kinda convoluted because of the simple fact of the base classes haven't been changed, but the end result, mobs dropping additional/new items, is what I'm going for.

    edit: oh, and if you're going to reply with another "you can't", just don't bother and let the thread die because I'm not really in the mood for a bickering match. if you can help, great. if you can't/won't, don't reply in the first place. and I need caffeine. meh.
    Posted in: Modification Development
  • 0

    posted a message on modloader new item drop from unmodified mobs
    What would the best way to figure out how to add a new item drop to current mobs without modifying the core classes? (ie, adding coins to the mobs like Tales of Kingdoms) I've looked/searched the tutorials and mod development threads for an answer but all I come up with is adding drops to new custom mobs or changing the drops in the mob classes themselves. Anyone got a good starting point?
    Posted in: Modification Development
  • 0

    posted a message on modloader new world gui issue
    anyone?
    Posted in: Modification Development
  • 0

    posted a message on modloader new world gui issue
    I'm working on making a gui come up when you make a new world. The problem is, when I run the mod from eclipse it works just fine. But when I do the recompile/reob/mod files in a zip file thing, when the new world is being created it barely starts 'building terrain' and goes to a saving chunks blackscreen. Had to use an errortest.bat to see the crash info that flashed by.

    java.lang.IllegalArgumentException
    		at pg.a(SourceFile:18)
    		at pg.a(SourceFile:32)
    		at vb.a(SourceFile:313)
    		at als.a(SourceFile:456)
    		at kl.a(kl.java:124)
    		at acf.a(SourceFile:727)
    		at kl.c(kl.java:67)
    		at kl.b(kl.java:75)
    		at wz.d(SourceFile:359)
    		at wz.a(SourceFile:301)
    		at net.minecraft.client.Minecraft.e(SourceFile:1918)
    		at net.minecraft.client.Minecraft.a(SourceFile:1826)
    		at net.minecraft.client.Minecraft.a(SourceFile:1790)
    		at net.minecraft.client.Minecraft.a(SourceFile:1674)
    		at xd.a(SourceFile:161)
    		at vl.a(SourceFile:68)
    		at xd.a(SourceFile:231)
    		at vl.f(SourceFile:116)
    		at vl.i(SourceFile:104)
    		at net.minecraft.client.Minecraft.k(SourceFile:1386)
    		at n.k(MinecraftAppletImpl.java:41)
    		at net.minecraft.client.Minecraft.x(SourceFile:724)
    		at net.minecraft.client.Minecraft.run(SourceFile:664)
    		at java.lang.Thread.run(Unknown Source)


    Here is the relevant source:

    package net.minecraft.src;
    import net.minecraft.client.Minecraft;
    public class GuiStartWorld extends GuiScreen
    {
    private World world;
    private Minecraft mc;
    
    public GuiStartWorld()
    {
      
    }
    
    public void initGui()
    {
      controlList.clear();
      controlList.add(new GuiButton(1, width / 2 - 50, height / 2 - 10, 100, 20, "Test"));
    }
    
    protected void actionsPreformed(GuiButton guibutton)
    {
    
    }
    
    public void drawScreen(int i, int j, float f)
    {
      drawDefaultBackground();
      drawCenteredString(fontRenderer, "blah blah blah Savior of the world blah blah", width / 2, height / 2 - 20, 0xffffff);
    }
    
    }



    package net.minecraft.src;
    import java.util.Random;
    import org.lwjgl.input.Keyboard;
    import net.minecraft.client.Minecraft;
    import java.util.Map;
    public class mod_Companion extends BaseMod
    {
    public static final Block eberronStone = new BlockEberronStone(160, 0).setBlockName("eberronStone").setHardness(1.5F).setResistance(10F);
    	public static final Item eberron = new ItemEberron(5000).setItemName("eberron");
    	protected Minecraft mc;
    	public static World world;
    	public static int newworldstart = 0;
      
    	@Override
    	public void load()	
    	{			  
    	 ModLoader.registerBlock(eberronStone);
    	 ModLoader.addName(eberronStone, "Eberron Stone");
    	 ModLoader.addName(eberron, "Eberron");
    	 eberronStone.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/graphics/eberronStone.png");
    	 eberron.iconIndex = ModLoader.addOverride("/gui/items.png", "/graphics/eberron.png");
    	 ModLoader.addSmelting(eberronStone.blockID, new ItemStack(eberron));
    	 ModLoader.registerKey(this, ModLoader.getMinecraftInstance().gameSettings.keyBindChat, false);
    	 ModLoader.registerEntityID(EntityCohort.class, "Cohort", ModLoader.getUniqueEntityId());
    	 ModLoader.addSpawn(EntityCohort.class, 0, 14, 18, EnumCreatureType.creature);//spawn works, setting to 0 for manual spawn at some point
    		mc = ModLoader.getMinecraftInstance();
    		ModLoader.setInGUIHook(this, true, false);
    		ModLoader.setInGameHook(this, true, false);
    	}
      
    	public void generateSurface(World world, Random random, int i, int j)
    	{
    					  for(int k = 0; k < 10; k++)
    					  {
    							int RandPosX = i + random.nextInt(2);
    							int RandPosY = random.nextInt(50);
    							int RandPosZ = j + random.nextInt(2);
    							(new WorldGenMinable(eberronStone.blockID, 10)).generate(world, random, RandPosX, RandPosY, RandPosZ);
    					  }
    	}
      
    	public void keyboardEvent(KeyBinding key)
    	{
    		if(key == ModLoader.getMinecraftInstance().gameSettings.keyBindChat)
    		{
    					ModLoader.getMinecraftInstance().displayGuiScreen(new GuiChat());
    					ModLoader.getMinecraftInstance().currentScreen.keyTyped('\b', 14); //This line sends a backspace character to currentScreen, which should now be GuiChat
    		}
    	}
      
    	public void addRenderer(Map map)
    	{
    			map.put(EntityCohort.class, new RenderBiped(new ModelBiped(), 0.5F));
    	}
    	public boolean onTickInGame(float f, Minecraft minecraft)
    	{
    	 world = minecraft.theWorld;
    	 if(world !=null && world.isNewWorld && !minecraft.playerController.isInCreativeMode() && newworldstart == 50)
    	 {
    	  //minecraft.displayGuiScreen(new GuiStartWorld(world, minecraft));
    	  ModLoader.openGUI(ModLoader.getMinecraftInstance().thePlayer, new GuiStartWorld());
    	 }
    	newworldstart++;
    	return true;
    	}
      
    	public String getVersion()
    	{			  
    			return "1.2.3";  
    	}
    
    
    }


    My knowledge of java sucks so everything that I've been able to do so far is from tutorials and such. And I don't know how the 'SourceFile' lines translate to the actual source files I'm using in eclipse so I can't track down what things are getting messed up. Any ideas?

    edit: Oh, and in the actual minecraft where I get the error, I have zombe's modpack installed. Before I started adding the gui stuff, the mod worked.
    Posted in: Modification Development
  • 0

    posted a message on Help with code for chat window
    Ok, just to point out, I'm using modloader and I'm not very familiar with java (read, hardly at all). The issue I currently have is getting the chat window to work correctly in SSP without modifying the core class files, ie zip file in the mods directory.

    At the moment, I can get the chat line to come up, but the game somehow thinks I have two chat keys set so when it comes up by hitting 't', it also puts a 't' in the typing area. And there are two chat key boxes in the controls gui.


    For the record, I'm using the code snippet given by caagr98 in the http://www.minecraft...__fromsearch__1 thread.

    Is there some other way to bring up the chat gui besides just having to deal with this as it is, and if so what is it? :) Like I said, I hardly know java so if there is a "duh!" way of handling this, I obviously don't know it yet.
    Posted in: Modification Development
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