• 0

    posted a message on Thermal Expansion energy cells not outputting RF (Help)

    Yes, it is. It's set to output its maximum of 200 RF/tick.

    Posted in: Mods Discussion
  • 0

    posted a message on Thermal Expansion energy cells not outputting RF (Help)

    I have a problem with the Leadstone Energy Cell not transferring power. I have a setup with a Steam Dynamo connected to a fully-charged Leadstone Energy Cell, which is then connected by Leadstone Fluxducts to a Redstone Furnace and a Pulverizer. When I hook the machines up to the dynamo directly, they charge fine. However, when I add the energy cell as a buffer, energy stops flowing into the fluxducts - i.e. the cell doesn't output RF. Please help!

    Posted in: Mods Discussion
  • 0

    posted a message on Steven Universe Mod

    Here they are (in the attachments) then.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Steven Universe Mod

    When I was just about to implement the gem cuts, I realized that Minecraft has no way of "colorizing" gray textures. I decided to colorize them myself using the 16 default minecraft colors, which is fairly tedious, but less error-prone than writing a custom graphics handler to do it. Plus, now the gem items can just be metadata items instead of storing NBT data. Anyway, I am 1/4 done with colorizing the cuts and will send you a private message containing the ones done so far.


    Edit: I don't have or want to get an Imgur account, so to send you the pictures, I'd have to make them public. Let me know if you are okay with this.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Steven Universe Mod

    Good news, everyone!


    The GUI for phase 1 has now been implemented. However, without the names of the gem cuts and colors, the best I can do is to add buttons to it with default names that don't actually do anything. I also can't proceed onto implementing bubbling if I don't have a list of possible colors. Unless you want me to come up with the cuts and colors.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Custom GUI not opening

    Nevermind, I was able to get this working by changing GuiGemSelection to extend ContainerGui and adding a dummy container class.

    Posted in: Modification Development
  • 0

    posted a message on Custom GUI not opening

    Still not working!


    Interestingly, after adding several System.out.println()'s in strategic locations, this is what I got:


    [15:34:41] [Server thread/INFO]: Preparing spawn area: 4%
    [15:34:42] [Server thread/INFO]: Preparing spawn area: 8%
    [15:34:43] [Server thread/INFO]: Preparing spawn area: 15%
    [15:34:44] [Server thread/INFO]: Preparing spawn area: 22%
    [15:34:45] [Server thread/INFO]: Preparing spawn area: 29%
    [15:34:46] [Server thread/INFO]: Preparing spawn area: 36%
    [15:34:47] [Server thread/INFO]: Preparing spawn area: 43%
    [15:34:48] [Server thread/INFO]: Preparing spawn area: 51%
    [15:34:49] [Server thread/INFO]: Preparing spawn area: 58%
    [15:34:50] [Server thread/INFO]: Preparing spawn area: 66%
    [15:34:51] [Server thread/INFO]: Preparing spawn area: 76%
    [15:34:52] [Server thread/INFO]: Preparing spawn area: 84%
    [15:34:53] [Server thread/INFO]: Preparing spawn area: 87%
    [15:34:54] [Server thread/INFO]: Preparing spawn area: 98%
    [15:34:54] [Server thread/INFO]: Changing view distance to 12, from 10
    [15:34:55] [Netty Client IO #0/INFO] [FML]: Server protocol version 2
    [15:34:55] [Netty IO #1/INFO] [FML]: Client protocol version 2
    [15:34:55] [Netty IO #1/INFO] [FML]: Client attempting to join with 4 mods : [email protected],[email protected],[email protected],[email protected]
    [15:34:55] [Netty IO #1/INFO] [FML]: Attempting connection with missing mods [] at CLIENT
    [15:34:55] [Netty Client IO #0/INFO] [FML]: Attempting connection with missing mods [] at SERVER
    [15:34:55] [Server thread/INFO] [FML]: [Server thread] Server side modded connection established
    [15:34:55] [Server thread/INFO]: Player846[local:E:ee62fbdd] logged in with entity id 236 at (-253.5, 64.0, 241.5)
    [15:34:55] [Server thread/INFO]: Player846 joined the game
    [15:34:55] [Server thread/INFO] [STDOUT]: [stevenUniverseMod.FMLEventHandler:onPlayerJoin:24]: Gui triggered!
    [15:34:56] [Client thread/INFO] [FML]: [Client thread] Client side modded connection established


    After "Gui triggered!" there was supposed to be another stdout message: "Rendering working!"


        @Override
        public void drawScreen(int par1, int par2, float par3) {
        	System.out.println("Rendering working!");	
        	this.drawDefaultBackground();
                fontRendererObj.drawString("Choose your gem cut", 10, 50, 0xFFFF00);
                for(Object button : buttonList){
                	GuiButton gbutton = (GuiButton) button;
                	gbutton.drawButton(Minecraft.getMinecraft(), gbutton.xPosition, gbutton.yPosition);
                }
        }
    Posted in: Modification Development
  • 0

    posted a message on Custom GUI not opening

    This still doesn't work. What are pos.getX, Y, Z()? They appeared as errors when I typed them in, so I just replaced them all with 0, but to no avail.


    EDIT: I'm not using a block to open the GUI, so I don't know what I should set the pos.get()'s to.

    Posted in: Modification Development
  • 0

    posted a message on Custom GUI not opening

    I am currently working on a mod (requested by darkAntlord) that adds features from Steven Universe into Minecraft. When a player joins a world for the first time, a GUI is supposed to come up to allow them to customize several new features of their character that are added by the mod. However, the GUI will not open.


    Base mod class:


    package stevenUniverseMod;
    
    import stevenUniverseMod.event.FMLEventHandler;
    import cpw.mods.fml.common.FMLCommonHandler;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.Mod.EventHandler;
    import cpw.mods.fml.common.Mod.Instance;
    import cpw.mods.fml.common.SidedProxy;
    import cpw.mods.fml.common.event.FMLInitializationEvent;
    import cpw.mods.fml.common.event.FMLPostInitializationEvent;
    import cpw.mods.fml.common.event.FMLPreInitializationEvent;
    import cpw.mods.fml.common.network.NetworkRegistry;
    
    @Mod(modid=UniverseBase.MODID, name=UniverseBase.MODNAME, version=UniverseBase.MODVER) //Tell forge "Oh hey, there's a new mod here to load."
    
    public class UniverseBase {
    
    	FMLEventHandler events = new FMLEventHandler();
    	
    	//Set the ID of the mod (Should be lower case).
    	public static final String MODID = "universegem";
    	//Set the "Name" of the mod.
    	public static final String MODNAME = "Steven Universe Mod";
    	//Set the version of the mod.
    	public static final String MODVER = "0.0.0";
    
    	@Instance(value = UniverseBase.MODID) //Tell Forge what instance to use.
    	public static UniverseBase instance;
    	       
    	@SidedProxy ( clientSide = "stevenUniverseMod.ClientProxy", serverSide = "stevenUniverseMod.CommonProxy" )
        public static CommonProxy proxy;
    	
    	@EventHandler
    	public void preInit(FMLPreInitializationEvent event)
    	{
    		FMLCommonHandler.instance().bus().register(events);   
    	}
    	       
    	@EventHandler
    	public void init(FMLInitializationEvent event)
    	{
    		NetworkRegistry.INSTANCE.registerGuiHandler(instance, proxy);
    	}
    	       
    	@EventHandler
    	public void postInit(FMLPostInitializationEvent event)
    	{
    	
    	}
    }
    
    

    Custom GUI class:


    package stevenUniverseMod;
    
    import java.awt.MouseInfo;
    import java.awt.Point;
    
    import net.minecraft.client.Minecraft;
    import net.minecraft.client.gui.GuiButton;
    import net.minecraft.client.gui.GuiScreen;
    import net.minecraft.util.StatCollector;
    
    public class GuiGemSelection extends GuiScreen {
      
    	public static final int GUI_ID = 20;
    	
        public GuiGemSelection(){}
       
        @Override
        public void initGui(){
        	GuiButton Choice1 = new GuiButton(0, 10, 125, "Cabochon");
        	Choice1.visible = true;
        	buttonList.add(Choice1);
        	GuiButton Choice2 = new GuiButton(1, 10, 150, "Round Brilliant");
        	Choice2.visible = true;
        	buttonList.add(Choice2);
        	GuiButton Choice3 = new GuiButton(1, 10, 175, "Old Mine");
        	Choice3.visible = true;
        	buttonList.add(Choice3);
        	GuiButton Choice4 = new GuiButton(1, 10, 200, "Table");
        	Choice4.visible = true;
        	buttonList.add(Choice4);
        	GuiButton Choice5 = new GuiButton(1, 10, 225, "Emerald");
        	Choice5.visible = true;
        	buttonList.add(Choice5);
        }
        
        @Override
        public void drawScreen(int par1, int par2, float par3) {
        		this.drawDefaultBackground();
                fontRendererObj.drawString("Choose your gem cut", 10, 50, 0xFFFF00);
                for(Object button : buttonList){
                	GuiButton gbutton = (GuiButton) button;
                	gbutton.drawButton(Minecraft.getMinecraft(), gbutton.xPosition, gbutton.yPosition);
                }
        }
    
       @Override
       public void updateScreen(){
    	   for(Object button : buttonList){
    	   		GuiButton gbutton = (GuiButton) button;
    	   		Point p = MouseInfo.getPointerInfo().getLocation();
    	   		if(gbutton.mousePressed(Minecraft.getMinecraft(), p.x, p.y)){
    	   			for(Object button2 : buttonList){
    	   	       		GuiButton gbutton2 = (GuiButton) button;
    	   	       		gbutton2.visible = false;
    	   			}
    	   		}
    	   }
       }
    
    }
    

    Event handler class:


    package stevenUniverseMod;
    
    import stevenUniverseMod.GuiGemSelection;
    import net.minecraft.client.Minecraft;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.nbt.NBTTagCompound;
    import cpw.mods.fml.common.eventhandler.SubscribeEvent;
    import cpw.mods.fml.common.gameevent.PlayerEvent;
    
    public class FMLEventHandler {
    
        @SubscribeEvent
        public void onPlayerJoin(PlayerEvent.PlayerLoggedInEvent event) {
            NBTTagCompound universeData = event.player.getEntityData();
            NBTTagCompound persistent;
            if (!universeData.hasKey(EntityPlayer.PERSISTED_NBT_TAG)) {
                universeData.setTag(EntityPlayer.PERSISTED_NBT_TAG, (persistent = new NBTTagCompound()));
            } else {
                persistent = universeData.getCompoundTag(EntityPlayer.PERSISTED_NBT_TAG);
            }
    
            if (!persistent.hasKey("gemSelected")) {
                persistent.setBoolean("gemSelected", true);
                Minecraft.getMinecraft().displayGuiScreen(new GuiGemSelection());
            }
        }
    	
    }
    

    Please help!

    Posted in: Modification Development
  • 0

    posted a message on StevenUniverseCraft mod

    I'm incidentally already working on a Steven Universe mod, which was requested only two days ago by darkAntlord. If you would like to help or make any suggestions, see this thread for a list of features, planned implementation schedule, and more.

    Posted in: Minecraft Mods
  • 0

    posted a message on Steven Universe Mod

    I would be very interested in making this mod. I am somewhat new to modding, but I will try my hardest to get at least some of these features implemented. The one that may pose a problem is the option to change your appearance under #4. This has been done and is not too hard in and of itself, but simply adding the extra button to the respawn screen may not even be possible. I'll try my best, but if I can't do that, at least I know that I can add everything else. Just a question: Are the new monsters supposed to spawn in addition to normal mobs or in place of them? Steven Universe canon seems to suggest in addition, but it would be just as easy to disable normal mob spawning as well.


    Planned implementation schedule:


    1. Gem Selection

    2. Bubbling (Eventually players will have the ability to teleport bubbles to a specified location, but this will be added at a much later date)

    3. Gem Weapons

    4. Monsters

    5. Warp Pads

    6. Appearance (if possible)


    A Homeworld dimension may also be added if I can manage it. This would be accessible through a pregenerated dungeon containing a warp pad.


    One more thing: I am horrible at making textures, so it would really help if I could send you the block models and have you make them.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Help with ore generation

    I have been struggling with ore generation for a while. I can't figure out how to make the ores added by my mod generate in the world. I have added a world generator class with all the relevant code, but it doesn't work.


    HydrothermalWorldGenerator.java:


    package minerals;

    import java.util.Random;

    import net.minecraft.init.Blocks;
    import net.minecraft.world.World;
    import net.minecraft.world.chunk.IChunkProvider;
    import net.minecraft.world.gen.feature.WorldGenMinable;
    import cpw.mods.fml.common.IWorldGenerator;

    public class HydrothermalWorldGenerator implements IWorldGenerator {

    @Override
    public void generate(Random random, int chunkX, int chunkZ, World world,
    IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
    switch(world.provider.dimensionId){
    case -1:
    generateNether(world, random, chunkX * 16, chunkZ * 16);
    break;
    case 0:
    generateSurface(world, random, chunkX * 16, chunkZ * 16);
    break;
    case 1:
    generateEnd(world, random, chunkX * 16, chunkZ * 16);
    break;
    }
    }

    private void generateEnd(World world, Random random, int i, int j) {
    // TODO Auto-generated method stub

    }

    private void generateSurface(World world, Random random, int i, int j) {
    // TODO Auto-generated method stub
    for(int k = 0; k < 10; k++) {
    int firstBlockXCoord = i + random.nextInt(16);
    int firstBlockYCoord = random.nextInt(32);
    int firstBlockZCoord = j + random.nextInt(16);
    new WorldGenMinable(MineralsMod.hydrothermal, random.nextInt(8), 13, Blocks.stone).generate(world, random, firstBlockXCoord, firstBlockYCoord, firstBlockZCoord);
    System.out.println("Mineral generated at: "+firstBlockXCoord+" "+firstBlockYCoord+" "+firstBlockZCoord);
    }
    }

    private void generateNether(World world, Random random, int i, int j) {
    // TODO Auto-generated method stub

    }

    }


    As you can see, I added a System.out.println() statement to print the location of each block generated. It prints lots of locations, but none of them actually have an ore block at them. Please help me figure out what's wrong.

    Posted in: Modification Development
  • 0

    posted a message on Metadata items not stacking properly (please help)

    I am making a mod that adds different types of minerals to Minecraft. All of the minerals are represented as one item, HydrothermalMineralsItem. If I get some minerals from the creative inventory, ones with the same metadata will stack. I can throw some on the ground, pick them back up, and then stack them with the other minerals. However, the mod also adds a hammer and chisel that generates a mineral item with the correct metadata when a HydrothermalMineralsBlock is right clicked (HydrothermalMineralsItem is not the ItemBlock version of HydrothermalMineralsBlock). The minerals obtained using the tool will stack neither with each other nor with other minerals with the same metadata.


    HydrothermalMineralsItem.java:


    package minerals;

    import java.util.List;

    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemStack;

    public class HydrothermalMineralsItem extends Item {

    private final static String[] subNames = {"hematite", "sphalerite", "pyrrhotite",
    "quartz", "chalcopyrite", "pyrite", "cassiterite", "galena"};

    public HydrothermalMineralsItem(){
    this.setHasSubtypes(true);
    this.setMaxDamage(0);
    this.setMaxStackSize(64);
    this.setCreativeTab(CreativeTabs.tabMaterials);
    this.setUnlocalizedName("hydrothermalMineralsItem");
    }

    public String getUnlocalizedName(ItemStack itemstack) {
    return this.getUnlocalizedName() + "." + subNames[itemstack.getItemDamage()];
    }

    @Override
    public int getMetadata (int damageValue) {
    return damageValue;
    }

    @SideOnly(Side.CLIENT)
    public void getSubItems(Item item, CreativeTabs tabs, List list){
    for(int i = 0; i < 8; i++){
    list.add(new ItemStack(item, 1, i));
    }
    }

    }


    HammerAndChisel.java:


    package minerals;

    import java.util.Set;

    import cpw.mods.fml.common.eventhandler.Event.Result;
    import net.minecraft.block.Block;
    import net.minecraft.entity.item.EntityItem;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.init.Blocks;
    import net.minecraft.init.Items;
    import net.minecraft.item.ItemHoe;
    import net.minecraft.item.ItemStack;
    import net.minecraft.world.World;
    import net.minecraftforge.common.MinecraftForge;
    import net.minecraftforge.event.entity.player.UseHoeEvent;

    public class HammerAndChisel extends ItemHoe{

    public HammerAndChisel(ToolMaterial material) {
    super(material);
    this.setUnlocalizedName("HammerAndChisel");
    // TODO Auto-generated constructor stub
    }

    /**
    * Callback for item usage. If the item does something special on right clicking, he will have one of those. Return
    * True if something happen and false if it don't. This is for ITEMS, not BLOCKS
    */
    public boolean onItemUse(ItemStack chisel, EntityPlayer player, World world, int blockx, int blocky, int blockz, int p_77648_7_, float p_77648_8_, float p_77648_9_, float p_77648_10_)
    {
    if (!player.canPlayerEdit(blockx, blocky, blockz, p_77648_7_, chisel))
    {
    return false;
    }
    else
    {
    UseChiselEvent event = new UseChiselEvent(player, chisel, world, blockx, blocky, blockz);
    if (MinecraftForge.EVENT_BUS.post(event))
    {
    return false;
    }

    if (event.getResult() == Result.ALLOW)
    {
    chisel.damageItem(1, player);
    return true;
    }

    Block block = world.getBlock(blockx, blocky, blockz);

    if (p_77648_7_ != 0 && block == MineralsMod.hydrothermal)
    {
    Block block1 = Blocks.stone;
    world.playSoundEffect((double)((float)blockx + 0.5F), (double)((float)blocky + 0.5F), (double)((float)blockz + 0.5F), block1.stepSound.getStepResourcePath(), (block1.stepSound.getVolume() + 1.0F) / 2.0F, block1.stepSound.getPitch() * 0.8F);

    if (world.isRemote)
    {
    return true;
    }
    else
    {
    chisel.damageItem(1, player);
    ItemStack MineralStack = new ItemStack(new HydrothermalMineralsItem(), 1, world.getBlockMetadata(blockx, blocky, blockz));
    float f = 0.7F;
    double d0 = (double)(world.rand.nextFloat() * f) + (double)(1.0F - f) * 0.5D;
    double d1 = (double)(world.rand.nextFloat() * f) + (double)(1.0F - f) * 0.5D;
    double d2 = (double)(world.rand.nextFloat() * f) + (double)(1.0F - f) * 0.5D;
    EntityItem entityitem = new EntityItem(world, (double)blockx + d0, (double)blocky + d1, (double)blockz + d2, MineralStack);
    entityitem.delayBeforeCanPickup = 10;
    world.spawnEntityInWorld(entityitem);
    world.setBlock(blockx, blocky, blockz, block1);
    return true;
    }
    }
    else
    {
    return false;
    }
    }
    }

    }


    Please tell me what I am doing wrong.

    Posted in: Modification Development
  • 0

    posted a message on Redstone in Real Life?

    I have the answer. A redstone torch can be modeled by a transistor and a resistor. Attach the input wire (the signal controlling the redstone torch) to the base of an NPN transistor. Attach the collector to a resistor and also to the output wire. Finally, attach the resistor's other end to a power source and ground the emitter of the transistor.


    You could also use a NOT gate integrated circuit (hex inverter).


    An OR gate is much simpler: Attach each input to a diode, then attach the other end of both diodes to the same output wire.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on EntityItems not spawning correctly (please help)

    I have edited the code, but the bed item still doesn't appear.


    HammerAndChisel.class:


    public boolean onItemUse(ItemStack chisel, EntityPlayer player, World world, int blockx, int blocky, int blockz, int p_77648_7_, float p_77648_8_, float p_77648_9_, float p_77648_10_)
    {
    if (!player.canPlayerEdit(blockx, blocky, blockz, p_77648_7_, chisel))
    {
    return false;
    }
    else
    {
    UseChiselEvent event = new UseChiselEvent(player, chisel, world, blockx, blocky, blockz);
    if (MinecraftForge.EVENT_BUS.post(event))
    {
    return false;
    }

    if (event.getResult() == Result.ALLOW)
    {
    chisel.damageItem(1, player);
    return true;
    }

    Block block = world.getBlock(blockx, blocky, blockz);

    if (p_77648_7_ != 0 && block == Blocks.clay)
    {
    Block block1 = Blocks.stone;
    world.playSoundEffect((double)((float)blockx + 0.5F), (double)((float)blocky + 0.5F), (double)((float)blockz + 0.5F), block1.stepSound.getStepResourcePath(), (block1.stepSound.getVolume() + 1.0F) / 2.0F, block1.stepSound.getPitch() * 0.8F);

    if (world.isRemote)
    {
    return true;
    }
    else
    {
    world.setBlock(blockx, blocky, blockz, block1);
    chisel.damageItem(1, player);
    ItemStack MineralStack = new ItemStack(Blocks.bed);
    float f = 0.7F;
    double d0 = (double)(world.rand.nextFloat() * f) + (double)(1.0F - f) * 0.5D;
    double d1 = (double)(world.rand.nextFloat() * f) + (double)(1.0F - f) * 0.5D;
    double d2 = (double)(world.rand.nextFloat() * f) + (double)(1.0F - f) * 0.5D;
    EntityItem entityitem = new EntityItem(world, (double)blockx + d0, (double)blocky + d1, (double)blockz + d2, MineralStack);
    entityitem.delayBeforeCanPickup = 10;
    world.spawnEntityInWorld(entityitem);
    return true;
    }
    }
    else
    {
    return false;
    }
    }
    }

    Posted in: Modification Development
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