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    posted a message on Program similar to Mineways that has larger height limit?
    I created a world for an animation in worldpainter, and because it was mountainous terrain, I chose to export it with the height of 2048. I created a large world, and started exporting, and then I realized that Mineways cant actually convert worlds that have that height limit. Is there a program that can?
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    I consistently see people making absolutely massive maps, in the 50,000 block range, and there doesnt seem to be a problem for most people, but Im trying to create a map that is 16000 by 16000 (the heightmap is only 8k), and my computer cannot seem to do it. It keeps running out of ram. My computer has 12 Gigs installed, and ive double checked to see how much is allotted to WP, and its around 11G. Why can people make these massive maps, but I cannot seem to make a medium sized one?
    Posted in: Minecraft Tools
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    posted a message on multi-texture blocks don't seem to work as a constructor.
    I know how to create a block with multiple textures, and have been able to create one that works in game, but the problem is creating multiple multi-texture blocks with a single class file. For instance, when creating a single texture block, I have a single constructor that I use any time I want to create a new block, but with multi-texture blocks, all of the Icon Registry stuff has to go in the class file outside of the constructor, so that it overrides itself with each new block that is created. What ends up happening is that the textures for the last block I created in the base class ends up being the textures for all of them. How can I create multiple multi-textured blocks from a single constructor?
    Posted in: Modification Development
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    posted a message on SOLVED [Modding the launcher] changing file path only half works
    i just realized that deleting both the .minecraft and the new directory causes the .minecraft folder to have config,texturepacks etc, but no bin or lastlogin. and the new directory has the lastlogin and the bin, but nothing else.... Its like the game is just split in two
    Posted in: Modification Development
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    posted a message on SOLVED [Modding the launcher] changing file path only half works
    I've been modding the minecraft launcher to run a modpack for my server. Everything has been going good, until now. I have changed the directory of the game to be in another folder (besides .minecraft). When I use the launcher, it downloads the base files just fine. they go into the new directory under bin, just like normal. It even reads and uses the minecraft.jar in the new directory... but it uses everything else from the default .minecraft folder. Such as texturepacks, and saves.

    Is the location of the texturepack folder and the resources and stuff like that coded into the minecraft.jar so that it would require a mod to change the location?

    What am I doing wrong?


    SOLVED

    For anyone who may stumble upon this post in the future, I'll tell you the solution.
    You have to edit the minecraft.class file. That sets the location of all of the rest of the files and folders that minecraft uses.
    Posted in: Modification Development
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    posted a message on [NEED BUILDERS] building a massive server, need people to help speed things up
    I need some people to help me and my friend build. We've been building for about a week, and we need some people to help out. The world is absolutely massive, so we need some people to help us kinda fill things out. At the moment were working on kinda the main city, and its pretty good sized, so it would be nice to have some help.

    Sooner or later were going to need people who are good at texturing, and someone who knows how to make mods. (I can't do much more than add a block or item in).

    Just FYI, it is a modded server, so you will have to install mods if you want to help.
    Posted in: Server Recruitment
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    posted a message on Need a skin maker for massive mmorpg project/server
    Quote from Bronypokemon

    i know how to use customnpcs

    are you any good with the questing system?
    Posted in: Skins
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    posted a message on Need a skin maker for massive mmorpg project/server
    Me and a friend have started progress on a massive mmorpg server. We've made pretty good progress for the two of us, but I'd really like some help. I can make very simple mods, but not plugins or anything complex; I can edit textures, but not make new ones, or make skins, and so on...

    Were going to need a big team of people with all skill ranges for this, and I figured this would be the place to start.
    Were using the customnpc mod, but there arent enough good rpg skins that come with it for such a massive world. So I need a skin maker or two to help with this. It wouldn't just be normal skins, but also skins for the other types of npcs (there are elves, dwarves, orks, dragons, and some others). If any of you skin makers are good with block and item texturing too, that would be amazing.

    If anyone is interested please let me know. And if anyone sees this thread who isn't a skin maker, if you can mod, texture, build, or know how to use customnpc's please feel free to let me know
    Posted in: Skins
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    posted a message on [forge] [crafting] setContainerId not what i need
    So, I've been looking into modding for the last month or so, but i'm having some trouble. I have a crafting recipe that is a pestle and mortar below a pile of wheat grain. whenever its crafted, the p&m dissapears. So i did some research and found setcontainerid. But when you use that, the item returns to the inventory on crafting. How do I get the p&m to stay in the crafting grid when its used?
    Posted in: Modification Development
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    posted a message on [Modder] Taking Requests - Tech Style mods
    Quote from jordanwhite1

    Hi,
    I really enjoy the mods like industrial craft 2, buildcraft, railcraft, redpower, Applied energistics, Thermal expansion. and so on....
    I would categorize these as tech mods.
    anyone have any ideas for a good tech mod?


    Are you only willing to do tech mods, because I need someone who knows how to mod, but it wouldn't be tech stuff.
    (It's for a massive mmorpg style server)
    Posted in: Requests / Ideas For Mods
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    posted a message on Should 1.5.2 be the modders new platform? I think so.
    Quote from bruceboy

    Anyone that is a modder then should know how to update their mod to whatever update is currently "all the rage". Eventually 1.5.2 will be like 1.7 Beta and nobody mods in Beta anymore do they?

    Yea, eventually it will be old. I'm just getting tired trying to find mods that are currently updated. It seems like all of the good mods stopped back in 1.2 or 1.3, or are currently in alpha dev for 1.5.2. I just want a version that all mod makers could make their mods for, so that there was an abundance of mods that could actually be used together.
    Posted in: Discussion
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    posted a message on Should 1.5.2 be the modders new platform? I think so.
    Quote from TheAsylum

    They're getting closer and closer... hopefully 1.8 (seeing as 1.7 seems to be billed as the biome update). The new launcher and resource packs are movements towards it.
    Quote from danthonywalker

    I feel the API is coming out in 2.0, something just tells me that.

    When the API comes out though, they wont stop updating minecraft... Modders would still have to update their mods. And judging by the past, the API that mojang comes up with wont be anywhere near as good as what the community can come up with. things like forge will no doubt be much better than the official API.
    Posted in: Discussion
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    posted a message on Should 1.5.2 be the modders new platform? I think so.
    Quote from danthonywalker

    No, I think whatever update the API comes out should be the platform, in the meantime, they should stick to whatever is the latest version of Minecraft. Anyone who gets into modding should know the problems that come with updates. If they don't realize what could happen then maybe they shouldn't be modding at all.
    Quote from TheAsylum

    The modding API we've all been making a fuss about is for exactly this purpose. It aims to make modding easier and provide a platform for mods to work off.


    I've been hearing about the API since around Beta 1.4 who knows how long it will take before it's actually released
    Posted in: Discussion
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    posted a message on Should 1.5.2 be the modders new platform? I think so.
    For a long time, modders have started up mods and then given up on them after a few versions. People soon loose interest in modding, so very few mods last for a long time.

    I have always wished that there could be a universal "modders version", a version that modders who wished to only make their mod for one version could use. The problem was that if you messed up your jar file and needed a new one, it was a major pain once a newer version was out.

    But with the recent change in launcher, anyone who force updates with the old launcher will automatically get version 1.5.2. This makes my idea for a modders version possible.

    1.5.2 could become this platform. If people weren't discouraged from making mods because of constant updates that break mods, there would be a lot more mods, and a lot better mods. Modders could focus all of their energy on making the mod as good as possible instead of worrying about updating to the latest version. If this was the case we might see things like the ever present 'Cubic Chunks' come back.

    That's not to say that there couldn't be any mods for the latest version, but modders could only do that if they wished.

    These are just my thoughts, if you guys agree with me please let me know, and if enough people think it's a good idea, we should reach out and try to gain the attention of the modding community.
    Posted in: Discussion
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    posted a message on Server protection mod. Should be pretty simple.
    First off, I'm going to say that I have tried every mod and plugin out there, and none of them work completely.
    See I have mods installed on the server that add things like usable bookshelves, and even with bukkits spawn protect, or things like world guard, they can still open/interact with some blocks.

    I have an Idea for a plugin or mod that could help me protect my server. Before I say how I think this could be done, let me tell you the context. The server I am wanting to use it on has only a select few blocks that the user can interact with. It's more of an adventure type server. Because of this, me manually choosing every block that
    the user can interact with is more of a help than a burden.

    So now for how I think this could be done:
    The server just completely ignores any clicking (left or right) unless the users cross-hairs are pointed at either a mob (other entities like paintings might be an issue) or a block that I have designated (presumably by command)

    I would do it myself, but my modding skills stop at creating a non-attainable block or a useless item.

    If anyone could figure out how to do this I would be extremely grateful.
    Posted in: Requests / Ideas For Mods
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