• 0

    posted a message on [1.2.5/1.2.4/1.2.3] Apple Bushes v2.0 - Now w/ config file and world generating!
    Quote from Mike-064

    I love the mod and does help, but could you add a little installation tutorial or a read me in the file so people can install it correctly.

    Edit: Forgot to mention, I first tried placing the zip file into the mods folder, and the jungle's vines and sapling had weird texture incompatibility. I still want to see it after placing the file into the .jar file.

    Edit 2: Both ways work, and I know I placed the files in correctly, but I guess its a weird texture incompatibility with OptiFine. The only real thing I can think of is finding a way in the code to make both mods compatible. I'll try and upload photos of what I'm seeing to give you an idea.

    Edit 3: Here's two pictures of the texture incompatibility I have found so far. http://imgur.com/a/lSa72 I do have TMI on and found no other texture incompatibilities other than the jungle sapling and the vines that hang from the trees.


    Okay, noted. Honestly I have little experience with OptiFine, being blessed with good computers. I'll install it and ticker with it tomorrow! Thanks for letting me know. :)
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.2.5/1.2.4/1.2.3] Apple Bushes v2.0 - Now w/ config file and world generating!
    Quote from odedrt9

    Cool idea and solution!
    But since when apples grow on bushes? xD

    Since when do ducks cluck?! :P
    Quote from jansteffen

    I think apple bushes don't make much sense, but what about generating berry bushes with the world? So you walk around in a forest and find some berry bushes that drop 2-4 berrys.

    This is what I originally was going for, but I decided to make one that wouldn't necessarily require one to start a fresh world. I know, personally, that sometimes that is inconvenient. Just trying to appeal to all!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5/1.2.4/1.2.3] Apple Bushes v2.0 - Now w/ config file and world generating!
    Quote from Mike-064

    I love the mod and does help, but could you add a little installation tutorial or a read me in the file so people can install it correctly.

    Edit: Forgot to mention, I first tried placing the zip file into the mods folder, and the jungle's vines and sapling had weird texture "distortions" (I can't really find the right word right now). I still want to see it after placing the file into the .jar file.

    Ya, I'll add that right now! It's such second nature for me, I don't usually think of it ;)

    EDIT:
    If you can provide a picture maybe? use imgur.com to upload one if you need. I just double checked and am not having this "distortion" problem you are speaking of.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5/1.2.4/1.2.3] Apple Bushes v2.0 - Now w/ config file and world generating!
    Quote from TFCxAddict

    :D yay. This is so much better than waiting forever for a tree to drop it at 1/200 of a chance. +1 to you.

    I'm glad you like it! I'm working on making it less OP, if that is even possible...
    Quote from Lukario

    I have made a texture you might find to be more of a bush than a... Sapling...

    (Two images)
    Album:
    http://imgur.com/a/Qfy7V#1

    Noted, I'm going to whip up some textures for that here shortly.
    Quote from xXboombaXx

    Looks awesome i'm gonna try it ^_^

    Great! Let me know if you like it!
    Posted in: Minecraft Mods
  • 11

    posted a message on [1.2.5/1.2.4/1.2.3] Apple Bushes v2.0 - Now w/ config file and world generating!
    Now compatible with 1.2.4 & 1.2.5

    In my testing, for 1.2.5 I used ModLoader for 1.2.4 and my mod, both of which worked perfectly. If any bugs are found, they will be addressed when 1.2.5 ModLoader comes out.

    Please:
    • Post Bugs you find, here
    • If you crash, drop an error report here! please use the spoiler tags for this, please. [%spoiler][%/spoiler] (without the % signs)
    • Post any suggestions and comments here for me to look at!
    This, very small and quick, mod is aimed to alleviate the early game difficulties of getting a reliable food source established. I threw it together in a matter of minutes, so don't get too excited, it's not an overhaul or anything. Just designed to relieve the early game pressure.

    I made this in response to a request posted on this topic on Reddit.


    Features:
    • ​Apple Bushes generate in the world! Spawn rate configurable.
    • Apple Bushes that grant you apples when you right click on them, with nothing in your hand.
    • They will, overtime, regrow more apples!
    • They no longer produce any apples unless sufficiently lit.
    • Breaking a harvested apple bush will give you a bush with no fruit on it, place it down and let it regrow!
    With v2.0, the crafting recipe is disabled by default. This can be changed in the config file, see below for instructions.
    This is the crafting recipe, it works with any sapling.






    Here you can see the Apple Bushes on the left, and the harvested Apple Bushes on the right. When you right click on the Apple Bush it will drop an apple for you, and will be on "cooldown," at which point it will no longer drop any apples. It will eventually regenerate and you will be able to take another apple from it.

    Videos:

    Here is an awesome review, and my favorite, by Phobi_Bus.

    Quick showcase of v1.0 of this mod! Thanks to Smaste for taking the time to do this!



    Download:
    Dependencies:
    -Risugami's ModLoader

    Most Recent:

    Minecraft 1.2.4/1.2.5: (yes use the 1.2.4 for 1.2.5, for now.)
    Link Removed[1.2.4]

    Minecraft 1.2.3:
    Link Removed[1.2.3]

    Minecraft 1.1: I'm not going to be upkeeping for 1.1.
    Link Removed[1.1]

    Deprecated versions:
    Link Removed[1.2.3]
    Link Removed[1.2.3]

    Using the Config File
    File location: .minecraft/config/AppleBush.cfg
    Changeable Values: e_applebushfullID, e_applebushdepletedID, e_recipes, e_rarity
    1. Changing Block IDs:
    2. if you locate within the file the e_applebushfullID and e_applebushdepletedID you can change the number after each one to correspond to what you would like the new block ids to be.

      Possible values for IDs: 125-225


    3. Toggling the Recipes:
    4. Once you get one bush, I found it pretty easy to quickly accumulate so many that it was just too easy and overpowered. So with v2.0 I decided to disable the recipes. If you liked being able to have infinite apples though, and wish to have the recipes too you can! Just go in and find the e_recipe and replace the '0' with '1' This will re-enable the recipes, and you can make them to your heart's content!

      Possible values for e_recipe: 0 (recipes disabled), 1 (recipes enabled)


    5. Altering the Rarity of the Bush in the World:
    6. This helps youcustomize your experience with my mod even more; if you change the e_rarity value it will adjust the spawn rate of the bush in world generation. The lower the number, the rare it is; inversely, the higher the number, the more you'll see. A number like 600 will fill your world with my creation, but a number like 10 (default) will see to it that you don't stumble across one every couple of blocks.

      Possible values for e_rarity: 1-600 is realistic, with 600 being an awful, awful lot.

    Installation:
    1. Install Risugami's ModLoader as per his instructions.
    2. Run Minecraft.
    3. Place the .zip folder into the /mods folder that is located within ".minecraft" folder.
    4. Run the game!
    To Do:
    • Satisfy everyone!
    Known Bugs:
    ---

    Change Log:
    v2.0
    - Added config file for changing spawn rate, recipe toggling, and modifying block IDs
    - Bushes now generate in the world!
    - Modified the way the bushes work internally, more streamlined now.

    v1.1
    - Added texture
    - Must right click with an empty hand to harvest
    - Added a sapling drop for the harvest Apple Bushes
    - Will not regrow their fruit underground, must be able to see the sky.
    - Will not regrow their fruit in the dark.

    v1.0
    - Release

    Thanks to x2Robbie2x for his awesome tutorials, if you're looking to get into coding some mods for Minecraft, check him out. He walks you through a lot more, and better, than some of the other tuts out there. So cheers to him!


    Terms and Conditions, as eloquently worded by Rotten194. Thanks to him for taking hundreds of words to say what should be as simple as, "This is my ****, not your ****, don't steal it."
    TERMS AND CONDITIONS
    0. USED TERMS
    MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
    MOJANG - Mojang AB
    OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
    USER - End user of the mod, person installing the mod.

    1. LIABILITY
    THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.

    2. USE
    Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.

    3. REDISTRIBUTION
    This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.

    4. DERIVATIVE WORKS/MODIFICATION
    This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
    Posted in: Minecraft Mods
  • 0

    posted a message on Crafting Damaged Item
    Quote from pigalot

    Can I confirm you want to make an item that can be charged like a battery?

    All you do is Set the MaxDamage of the item to something lets say 100 for this example 100 would be empty and 0 would be full. you then need to make sure you never use the damage function in itemstack instead use the setItemDamage function this will stop the item from being automatically broken.

    so to create the empty item:
    ModLoader.addRecipe(itemname, 1, 100), new Object [] {"#", Character.valueOf('#'), Block.dirt});


    This would make one empty item.


    THANK YOU. I've spent days trying to figure that one out. Thank you much.

    by the way, this is the code I used; yours I am guessing is for 1.2.3 ModLoader.
    ModLoader.AddRecipe(new ItemStack(nightmarerod, 1, 100), new Object [] {"#", Character.valueOf('#'), Block.cobblestone});
    Posted in: Modification Development
  • 0

    posted a message on Crafting Damaged Item
    bump; anyone? would love to get this figured out
    Posted in: Modification Development
  • 0

    posted a message on Crafting Damaged Item
    Quote from TechGuy543

    After the quantity, put the damage value of the item.
    ModLoader.addRecipe(itemname, 8, 4), new Object [] {"#", Character.valueOf('#'), Block.dirt});

    I would receive 8 of my item with the damage value of 4.

    EDIT: I misunderstood what you mean. I don't think there is a way to do what you want to do.


    I know there is a way to do it, IndustrialCraft 2, and I'm sure many other mods, have items that when crafted are fully damaged.


    Quote from Logicx

    You would probably need to create the item, then edit it's metadata to chance the damage value.

    Do you mind giving me a quick rundown on how I would go about using the metadata?
    Posted in: Modification Development
  • 0

    posted a message on Crafting Damaged Item
    It's very basic, seeming, but have yet to discover the way to do it, or anybody that knows.

    I would like my crafting recipe to yield a completely damaged item, for instance , one that would need to be charged.

    Does anyone know of a way to go about doing this?
    Posted in: Modification Development
  • 0

    posted a message on Guard Mob 1.2.3
    Have you looked much at the golem's class file? I haven't updated to 1.2.3 yet, but I bet you could find some leads on how to get it to work in there.
    Posted in: Mods Discussion
  • 0

    posted a message on Redstone Ore type block
    I'm trying to get my custom block I created to light up like redstone ore does.
    I got it all working, made a psuedo-block and all, but I can't get it to switch back to the original block. Essentially it lights up, but won't turn back off.
    Halp?

    Additionally i need a short tutorial on reskinning doors, thanks!
    Posted in: Modification Development
  • 0

    posted a message on Need help changing the "saves" folder location (not for newbies)
    Good day!

    I am attempting to change the location of the "saves" folder that is typically found in .minecraft to a different one. I read up on this page how to do so using symbolic links which works just fine and dandy. I would like to have it linked to a different location.
    On my network at home we have flash drive attached to the router that is accessible through ftp, http, and on the local network. This is where I would like the symbolic link (made using mklink /d in command prompt) to point to.

    I had no struggle making the first link to the Dropbox folder, but I would like to use my personal drive rather than Dropbox. When I made the symbolic link and went to play Minecraft, when I click on Singleplayer I crash. I later discovered that even going to the link in the .minecraft folder lead me to a general error, stating that the location is not available. It also says "The filename, directory name, or volume label syntax is incorrect." When making the symbolic link I copied the location of the folder where i wanted it to land, so I know it isn't a user error.

    This is what the command I used looked like.
    mklink /d "%AppData%\.minecraft\saves" "ftp://admin@xx(my ip)xx/shares/USB_Storage/Games/Minecraft/Joint%20Saves/saves/"

    Once again, this is the address I got when looking at the location of it as I have it mapped on my computer. If anyone has any idea of how to make this possible it would be fantastic! The whole point is that I can access the same world, seamlessly from my desktop to my laptop from any location.

    Thanks for reading, hope it is somewhat coherent at least.
    Posted in: Legacy Support
  • 0

    posted a message on [1.3.2] Generator Ports — Generate terrain from older versions of Minecraft! — Updated to 1.4.1-5, now fully functional again!
    @DatWorldGen
    I love this mod. You make my nostalgia satiable. I love it!
    A world gen around 1.2.2 Alpha would be swell. I know all the begging probably gets annoying, but you're definitely loved! This mod is awesome, you are awesome. Awesome.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Archer13

    The answer to your query can be found here: EAQ

    Fifth and sixth entries specifically, though the rest may be useful in the future.


    Yes, yes. I've read that before. But I didn't like that answer, was hoping to find a different one.

    Thanks for the swift reply though!
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Is there any way to disable the volcanoes?

    If not it would sorta be nice if it was possible. It's just that I find that the volcanoes sometimes cause quite an eyesore, with sharp edges and dodgy integration with the surrounding terrain.
    It would be a nice addition for us that aren't so fond of them in all circumstances.

    Thanks!
    Posted in: Minecraft Mods
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