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    posted a message on Mod Idea Food Pants
    Quote from jakesking45

    anybody want 2 work on it for me please idk how 2 make mods

    If it doesnt need to be done asap I could in a week or so. I just moved and already have a few mods on my plate.
    Posted in: Requests / Ideas For Mods
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    posted a message on request
    Quote from jacobllent

    i think you could get pretty close to the game its self and rogue galaxy is my fav game i willl never be tired of it

    Prolly could but the issue is having the amount of people to do it in a reasonable amount of time. Honestly its not that easy and if it was that easy it would either already be done or you could honestly head the effort. Not meaning to sound like an ass but I honestly mean it. Give it a shot?
    Posted in: Requests / Ideas For Mods
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    posted a message on [REQ] Boats Don't Break for 1.6.4?
    I am making a stone boat mod that will also work on lava as well. dunno how long it will be till I finish it but should be in a couple weeks due to other mods being created
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Idea Food Pants
    Quote from jakesking45

    hello you done so can pm me the link and will it work for 2 more people

    You mean a multiplayer mod, or will it work for someone else in single player on a different system?
    Posted in: Requests / Ideas For Mods
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    posted a message on request
    Not to mention the amount of time that it would take to create that game you will most likely not be into the game any more.
    Posted in: Requests / Ideas For Mods
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    posted a message on Objects mod
    Sounds like a good multiplayer mod. Although most 3rd party mods and client add-ons usually defeat this.
    Posted in: Requests / Ideas For Mods
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    posted a message on Death mod/Death timer request
    If your looking for a multiplayer mod I would suggest scrounging bukkit plugins. Now if you are looking for a single player mod I have a random respawn mod that would be right up your ally. Basically what it does is that if you die you are randomly spawned somewhere in the world based on your position. Which means you will have a hard ass time finding your way back to your items you dropped and also back to your base. Now if you use the X, Y, Z and a mini map it wont be so hard but you are the one that wants it hard so just dont use coords and dont use a mini map that gives last death position. Also try out the death chest mod with this as this way when your randomly going about your way in the world you can happen upon a chest for an item surprise.

    This also sounds like a good idea and I might even add it into the random respawn as an option. Always looking for new ideas. Your welcome to suggest ideas directly to the post in my signature below. :D
    Posted in: Requests / Ideas For Mods
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    posted a message on Mods by Phreak Nation
    Got a crap ton of work done on the food stuff. Any artist looking to team up with a developer? Lots of work on both graphics and programming and would like to split the effort and focus on the items. Willing to co-op work.
    Posted in: Minecraft Mods
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    posted a message on Mods by Phreak Nation
    Quote from 4DaDiamonds

    hey Phreak, quite a few of the mods on the backlog are actual mods...


    Yep I know. This is my adventure into java development and I picked a few things extra I can work towards. Just because a mod exists doesn't mean that it can not be done again. Great thing about these mods are that they are very modular, and plan to be more so modular in the future in the sense that items will be separated, and features work independently outside of packs so that you can essentially roll your own mod by various items and features.
    Posted in: Minecraft Mods
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    posted a message on Override players inventory GUI
    Quote from coolAlias

    Ok, this may not be exactly what you're looking for, but if you follow this tutorial you will be able to basically do what you want. You won't be able to easily set the key to 'e', though, as you'd have to find a way to override the vanilla keybinding, but you could use any other key and your inventory would work just like vanilla, plus whatever slots you wanted to add.

    Obviously you would just not add the hotbar slots and add fewer inventory slots to the container class, then as the player progresses, they could unlock inventory using some variable stored in the IExtendedEntityProperties.


    Thank you CoolAlias. I will look these over. Currently I can prevent E from being used, but can not fire an event on E with my code provided above which is weird. Maybe looking over your tutorials I can find a way to override vanilla bindings. If I do well all my code is open source and in my mods thread so you can check out all my findings there. Very new as I have been modding only MC only a week but have years of experience in programming. Just need a launching pad for specific things. Anyways off to go do some R&D
    Posted in: Modification Development
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    posted a message on Override players inventory GUI
    Quote from Wiiz

    It isn't good that you try to change the whole inventory to yours as when another mod tries to access the inventory or add to it, it will break things so you shouldn't really do it this way try to add what you want without changing all of it, use forge events.


    Regardless I still want to do this. There will be a warning and this is for a larger mod with a more RPG style feel. Also I have looked through forge to see if this is possible. Honestly if I could disable the original inventory and call a new one it would be better. Of course the "new" inventory being the old inventory. Essentially the player will not have the quick slot, nor will they have such a large inventory starting off until they acquire specific items in the game. This is for single player and notes for end users will be given about conflicting mods
    Posted in: Modification Development
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    posted a message on Override players inventory GUI
    Okay here is what I am wanting to do. I want to replace the players inventory with my own inventory system. What I need to do is change what happens when the inventory screen is opened, or by changing what happens when the 'E' key is pressed.

    Code currently:
    package com.phreak_nation;
    import java.io.File;
    import net.minecraft.client.settings.KeyBinding;
    import net.minecraftforge.common.Configuration;
    import com.phreak_nation.events.HandleKeyPress;
    import com.phreak_nation.info.Default;
    import com.phreak_nation.info.GUI;
    import cpw.mods.fml.client.registry.KeyBindingRegistry;
    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.NetworkMod;
    @Mod(modid=GUI.ID, name=GUI.NAME, version=GUI.VERSION)
    @NetworkMod(clientSideRequired=true, serverSideRequired=false)
    public class ModGUI {
    
    @Instance(value = GUI.ID)
    public static ModGUI instance;
    
    @SidedProxy(clientSide=GUI.CLIENTPROXY + "ClientProxy", serverSide=GUI.COMMONPROXY + "CommonProxy")
    public static CommonProxy proxy;
    
    @EventHandler
    public void preInit(FMLPreInitializationEvent event) {
    	 this.Configure(event);
    	 this.Register();
    }
    
    @EventHandler
    public void load(FMLInitializationEvent event) {
    	 proxy.registerRenderers();
    	 System.out.println("KeyBindings: " + KeyBinding.keybindArray.toString());
    }
    
    @EventHandler
    public void postInit(FMLPostInitializationEvent event) { }
    
    public static void Configure(FMLPreInitializationEvent event) {
    	 File file = new File(Default.CONFIGDIR + GUI.NAME + Default.CONFIGTYPE);
    	 Configuration config = new Configuration(file);
    	 config.load();
    	 GUI.ISENABLED = config.get(Configuration.CATEGORY_GENERAL, "enabled", true).getBoolean(true);
    	 config.save();
    }
    
    public static void Register() {
    	 KeyBinding.keybindArray.remove(9);
    	 KeyBindingRegistry.registerKeyBinding(new HandleKeyPress());
    }
    }


    HandleKeyPress.java
    package com.phreak_nation.events;
    
    import java.util.EnumSet;
    
    import net.minecraft.client.settings.KeyBinding;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.world.World;
    
    import org.lwjgl.input.Keyboard;
    
    import cpw.mods.fml.client.FMLClientHandler;
    import cpw.mods.fml.client.registry.KeyBindingRegistry.KeyHandler;
    import cpw.mods.fml.common.TickType;
    
    public class HandleKeyPress extends KeyHandler {
    private EnumSet tickTypes = EnumSet.of(TickType.CLIENT);
    
    public static KeyBinding key_E = new KeyBinding("Inventory", Keyboard.KEY_E);
    
    public static KeyBinding[] keyBindings = new KeyBinding[] {key_E};
    public static boolean[] repeatings = new boolean[] {false};
    
    public HandleKeyPress() {
    super(keyBindings, repeatings);
    }
    
    @Override
    public String getLabel() {
    return "Key Handler";
    }
    
    @Override
    public void keyUp(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd) {
    System.out.println(kb.keyCode);
    
    if (kb.keyCode == key_E.keyCode) { // This event is never fired
    EntityPlayer player = (EntityPlayer) FMLClientHandler.instance().getClient().thePlayer;
    World world = (World) FMLClientHandler.instance().getClient().theWorld;
    // player.openGui(ModGUI.instance, 0, world, (int) player.posX, (int) player.posY, (int) player.posZ);
    // player.addChatMessage("E");
    System.out.println("E Key is pressed");
    }
    }
    
    @Override
    public void keyDown(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd, boolean isRepeat) {
    }
    
    @Override
    public EnumSet<TickType> ticks() {
    return tickTypes;
    }
    }
    Posted in: Modification Development
  • 1

    posted a message on Dear Modders...
    I dont see it as an issue. For one I personally prefer something like forge or bukkit which are api's for modding. This way it keeps minecraft and your code separate while providing a middle ground. As far as disabling sometimes that has to happen. If you make a mod that requires something to be disabled like lets say you write a new UI for the inventory and you need to disable the default but someone loads that mod with another UI improvement mod. The user has to be a little smarter because if you use a UI improvement and a UI revamp then you are going to have issues. There are other cases like recipes and such are I think the most common conflicts.
    Posted in: Requests / Ideas For Mods
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    posted a message on I'm going on vacation, HELP!
    Quote from MissionChief

    Try fixing your mousepad first. It could be as simple as downloading an updated driver.

    I dont think it is an issue as far as it being buggy as it is difficult to play with. I know I have tried which is why I have an external mouse and keyboard for my laptop. Plus a dual monitor setup, but then again my laptop is more powerful then most desktop pc's. LOL
    Posted in: Requests / Ideas For Mods
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    posted a message on Mods by Phreak Nation
    I have been working on these moods pretty heavily the past few days except today. Took a small break. Figured I would ask the community everyone would like to see. Is there any mods listed that anyone wants to see first? Might make a poll after a few suggestions on what to work on besides well....everything. Would like to work in a direction rather then all over the place. Also like to be helpful and make something someone wants.
    Posted in: Minecraft Mods
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