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    posted a message on [Minecraft Forge] Mod Problems. (With Pictures)
    epic necro, well done good sir.
    Posted in: Mods Discussion
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    posted a message on Will 1.4.2 mods be compatible with 1.4.3?
    They wount just work but they should just need to be reobfuscated, as long as nothing huge has changed. But some modders may want to add functionality to the mod that uses things added in the patch.

    Its not going to hurt you to use 1.4.2 for a little while anyway so what does it matter?
    Posted in: Mods Discussion
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    posted a message on ElementCraft: The next big thing?
    I have been toying with this idea for some time, and am currently working on a mod that could (most likely will) include such a system.
    The only hard part is working out what everything in minecraft would be made of and in what quantities.

    Get in contact with me if you want to discus some ideas (same name on skype as on the forums)
    Posted in: Requests / Ideas For Mods
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    posted a message on Forge Config Item IDs
    remove the int part before each of the variables in your preInit.

    int coinCopperID = ...... //not this
    coinCopperID = ..... //this


    You should read about the difference between assignment (what you are trying to do) and declaration.
    Posted in: Modification Development
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    posted a message on Want to start a development team. [Read More]
    Quote from TTGX12

    Hello. I am starting a development modding team. It will be called X12, as my website is http://www.x12entertainment.com. I will provide many luxuries to my developers, on request. The team will consist of experienced developers, that are mature. We will immediately begin working on a modified client. If you are interested, please contact me with the information below.

    TeamSpeak - ts.x12entertainment.com
    Skype - RackCityOG
    Twitter - @EvanJerald


    Just a little bit of friendly advice (and maybe a little bit of a rage) but I have never once seen a modding team being formed by anyone who would be any use to the team, nor have I ever seen a modding team formed in this way make a good mod.

    If you have a mod you would like made go post your idea in the idea forum, if you can actually mod then go start and form a team after you have something to show.
    Posted in: Mods Discussion
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    posted a message on A place to request discontinued mods be updated?
    Quote from Lgordo

    it would be really good if EE2 would be updated to minecraft 1.4.2 as because EE3 doesnt have many OP stuff


    That's the point of EE3 to make it less op (also to make it more true to FMA the anime that the concept of the mod is based on) so I don't think anyone will get permission to update it.
    Posted in: Mods Discussion
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    posted a message on A place to request discontinued mods be updated?
    Quote from Symbro

    I thought I read somewhere in the forum rules or something, that if a mod is two updates behind MC that it is okay to update it. But understood if the original modder comes back, that they can ask for it back.


    It would depend on what licence the mod uses. The forum can't decide that sort of thing really not without forcing you to use one licence.

    Quote from immibis

    Should there be a place to request that instead, then? Same effect.


    Maybe, I for one am guilty of abandoning a mod (it was made totally redundant) so I can see how this could be of use.

    If someone makes a thread, keeps it well formatted, keeps the op up-to-date with a current list of abandoned mods and their current status (ie has anyone offered to pick up the slack, what version were they last working for), and has a set of guidelines on how to "update"/"remake" the mod then I'm sure we could request it be stickied.
    Posted in: Mods Discussion
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    posted a message on A place to request discontinued mods be updated?
    Updating apparently discontinued mods is a bit of a grey area, its normally better, unless the mod is huge to just create something with similar functionality, that way you don't really need the original authors permission like you would/should if you were simply updating there code.
    Posted in: Mods Discussion
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    posted a message on How do i make my mod un-decompilable
    Quote from YoWazzup

    You can't. But you can write your code hard to understand, call methods
    public void aa(ItemStack item) {
    
    }

    for instance, it is hard for other people and for you...


    You would be better off just running a script over your code rather than codeing like that at the start or it will be a ***** to work on.
    Posted in: Modification Development
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    posted a message on How do i make my mod un-decompilable
    Quote from Fourwad

    i edit no base classes, also about already posting my code: couldn't have, only figured it out a couple of days ago


    In the end of the day you are doing one of two things editing base classes or calling the render from somewere else like from an entity that moves with the player (this is how back tools does it).

    Also on another point i never said you posted your newist or working code just that you posted some of you code and in that code you are editing base classes.
    Posted in: Modification Development
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    posted a message on How do i make my mod un-decompilable
    Quote from Fourwad

    they are not really good methods


    Better than just editing RenderPlayer and ModelBiped, also you have already posted your code on the forums.
    Posted in: Modification Development
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    posted a message on How do i make my mod un-decompilable
    Quote from Fourwad

    and what is this back tools mod, never heard of it


    It renders the last used tool on your back.
    Posted in: Modification Development
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    posted a message on How do i make my mod un-decompilable
    Quote from Fourwad

    well apparently no one but rscraft knows how to do it because when i asked about it, no one knew how to do it


    You are asking on a forum where 9/10 posters dont know anything about modding, the few that do may not tell you, also you need to take into account just because they cant tell you off the top of there heads doesnt mean if they needed it they couldnt get it to work.

    Im assuming you are talking about your custom armour stuff, i know at least 2 ways to do it, one needs base class edits and so i would never do it and the other would be a simlar way to how the back tools mod works.
    Posted in: Modification Development
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    posted a message on How do i make my mod un-decompilable
    Quote from Fourwad

    yeah but i've had people asking me how i did what i did in my mod


    And the sort of people that need to ask that wouldnt be able to work out how you did it even with the decompiled code so ignore them.
    Posted in: Modification Development
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    posted a message on Help me
    Quote from Fourwad

    forge and modloader are both still 1.3.2,


    no forge is 1.4.2 on the latest build.
    Posted in: Modification Development
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