• 0

    posted a message on [1.1] More Ores [v0.8] (new Thread)
    Quote from estradus

    So... what is the estimated ETA on 7.2? This mod looks like its alot of fun and I wish I could actually use it! But I can't because, like many others, I cannot craft anything! This just seems like something that is taking too long. Other annoyances are there (maybe config for what volatile matter turns into?) but the crafting thing really seems like it should get fixxed...

    we were going to release it, then 1.0.0 came out and we decided to wait for it so that we could work on a few things before updating so that we could just update to 1.0.0 and thats it (instead of releasing two different updates so close to eachother)

    Quote from PheonexianKing

    i was wondering, dont mind if your not, but is this gonna come out in 1.0.0?

    thats what were waiting for
    Posted in: WIP Mods
  • 0

    posted a message on [1.1] More Ores [v0.8] (new Thread)
    Quote from Dash0009

    When will this update for 1.0?

    when it can be

    Quote from Walking_Glitch

    Does this use the MineForge ore dictionary?

    not currently but it probably will in the future
    Posted in: WIP Mods
  • 2

    posted a message on [Help] ModLoader.AddSmelting with a new Block
    Quote from severman

    Hello ok i made a New block with class name mod_Block.java and a new Item called mod_ItemNew

    im Trying to to get the Block to smelt into the The new Item "mod_ItemNew"

    ModLoader.AddSmelting(mod_Block.Block, new ItemStack(mod_ItemNew.ItemNew, 1));

    and im getting a red line under AddSmelting saying:
    The method AddSmelting(int, ItemStack) in the type ModLoader is not applicable for the arguments (Block, ItemStack)

    any clue what wrong?

    BTW The ModLoader.AddSmelting is in the same as mod_Block.java

    you need to make it
    mod_Block.Block.blockID
    instead of just mod_Block.Block
    Posted in: Modification Development
  • 1

    posted a message on [1.1] More Ores [v0.8] (new Thread)
    Quote from -+- Archer -+-

    You keep us waiting, nicaetinismo xD

    You think you can release V0.7.2 anytime today yet?

    :tongue.gif: sorry about that were working on releasing it today :biggrin.gif:
    Posted in: WIP Mods
  • 0

    posted a message on [1.1] More Ores [v0.8] (new Thread)
    Quote from WubbleDoints

    Hey Nicaetinismo (or any other member of the More Ores team that reads this), I was just wondering if you could maybe think about letting me join your crew. I'm a graphic designer and would like to help with some of the textures or items with the more ores mod. I'm sure I could get along with the team. Maybe you could consider me? And I was also thinking that maybe I could work on some texture packs that would support more ores? Anyways, just think about my offer. Thanks :smile.gif:

    we already have a couple of guys working on the textures and all, but we would appreciate any texture pack you make that supports more ores! :biggrin.gif:




    More Ores v0.7.2 will not be released today because im very busy today :< (and im the one responsible for releasing each version), should be out tomorrow sometime!
    Posted in: WIP Mods
  • 0

    posted a message on [1.1] More Ores [v0.8] (new Thread)
    Quote from -+- Archer -+-

    Yeah it's frustrating to see all those nice ores and not being able to craft anything with em xD

    I'm sure this will get a high priority to fix because many people are having exactly the same problem, very strange :\

    yea like ive stated before i have absolutely no clue why the recipes arent working in v0.7.1 but theyre working fine now so when we release the new version (should be very soon, just need some textures)

    actually i think late sunday or monday we should be releasing v0.7.2. ill be gone for the weekend, thats why we wont release it sooner
    Posted in: WIP Mods
  • 0

    posted a message on Void Methods
    Quote from Dreagar

    Kk will try. I'll give + if it works :tongue.gif:
    I just thought, that's fine for SSP, but if I ever do SMP, I'll need a way to store the variables for each player.

    like i said, you can make an entity that basically binds itself to the player (can be invisible) and all it does is keep track of which player its attached to and keep track of the variable (then just load the variable for each one)
    Posted in: Modification Development
  • 0

    posted a message on Void Methods
    Quote from Dreagar

    Well thats the thing, see my second edit.

    well how are you going about adding mana to a player?
    (i guess you could make an entity specifically for tracking the mana for the player, which actually wouldnt be too hard)
    Posted in: Modification Development
  • 0

    posted a message on Void Methods
    Quote from Dreagar

    Is it that easy? Don't I have to like do something really complex? :tongue.gif:
    EDIT: Testing now, still think it's witchcraft.

    it is pretty much witchcraft and wizardry :tongue.gif: tell me if you have more problems! (or if it didnt work for some reason)
    Posted in: Modification Development
  • 1

    posted a message on Void Methods
    hmmmmm for that id SPOILER ALERT
    save the mana integer using the NBTTagCompound like this:
    (note this is in EntityPlayer)

    in the public void writeEntityToNBT(NBTTagCompound nbttagcompound) method add this:
    nbttagcompound.setInteger("Mana", currentMana);


    and in the public void readEntityFromNBT(NBTTagCompound nbttagcompound) method add this:
    currentMana = nbttagcompound.getInteger("Mana");
    Posted in: Modification Development
  • 0

    posted a message on Void Methods
    Quote from Dreagar

    Now just answer second problem :tongue.gif:

    what do you mean saving to a file?
    like saving to a text file?
    does it need to be world specific?
    what is it you need to save?
    Posted in: Modification Development
  • 3

    posted a message on Void Methods
    Quote from Dreagar

    Gah! I almost forgot :tongue.gif: You deserve it!
    For extra +, do you know how to detect if the player is doing a key combination?
    Eg ctrl right click?

    add this to your mod_ class
    public static KeyBinding ctrl = new KeyBinding("ctrl", 17);

    then wherever you want to check it just use
    if(mod_YourClass.ctrl.isPressed())


    should work :smile.gif:
    Posted in: Modification Development
  • 2

    posted a message on Void Methods
    good to hear!
    Remeber: that little green plus sign is a great way to say thank you! :biggrin.gif:
    Posted in: Modification Development
  • 1

    posted a message on What wa the code like Mod_Name
    Quote from xTwilight3

    You have a problem with me being a brony? Also, why aren't you using ModLoader? It's the basement of Minecraft modding. :tongue.gif:

    brohoof! :biggrin.gif:

    anyways, the things that are REQUIRED in any mod_ class are that the class itself must extend BaseMod, and it must have the public String Version() method somewhere in it
    Posted in: Modification Development
  • 8

    posted a message on Minecraft Mod Creator app
    oh God not the makemy- things again... to save yourself a lot of hate (from real modders) and a lot of spam (from the people using it) and a lot of work (for the moderators), just stop... please
    Posted in: Modification Development
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