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    posted a message on CubeX2's Mods - All mods available for 1.8.9

    banhammer, in your assets/modname/language folder there is a file called en_us.lang. you have to make a line there for every metadata variant of your blocks or items. Format it like; tile.modblockname0.name=The In-game Name or if it's an item; item.moditemname0.name=The In-game Name . The 0 is important, it's needed even if you only have one metadata, but if you use additional metadata, match it to what you use in the blocks js file.

    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9

    CubeX2, could I get a brief explanation on how to use the new maxDistance modifier? I'm trying


    world.spawnParticle('largesmoke', position, 0.0, 0.2, 0.0, 64.0)

    and it doesn't crash, but it doesn't seem to increase the distance that it's visible from. Or is this only to limit the distance to an amount lower than 16?


    I saw that you added onUpdate to entities (TY for that), but I wanted to fiddle around with this first, see what it could do.

    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Quote from OnlyMC»

    Maybe I anything do wrong when update from 0.11.15?

    I change string "mods" to "config" in CustomStuff2.class. Maybe now my custom mods searching in "config" folder? Please, return back using folder specified not in CustomStuff2.class, if you does it. Thanks!


    So you altered the code for the customstuff2 mod without source code, for whatever reason, and are now surprised that it does not work?


    Try this:

    1) Re-download the customstuff2 jar, and the archive containing the js.jar from the main post. Extract the js jar from the archive.

    2) Do not alter them. They do not require any modifications.

    3) Put the customstuff2 jar, the js.jar, and your personal mod in the "mods" folder in your minecraft folder or server folder.


    If your mod is the version that worked correctly with 11.15 it should then work correctly.

    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9

    You can still zip your mods in 0.11.22. I always zip mine, and it works fine. Did you make any other changes at the time you updated to 0.11.22?

    Posted in: Minecraft Mods
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    posted a message on Gany's Surface - Miscellaneous overworld themed additions!

    Huh. Well I guess I'm a moron. I swear I tried it first. Thanks apoclaydon.


    edit: you are correct, I tried the spruce one, didn't work, so I must have figured none would. The converted fence worked for spawning the golems.

    Posted in: Minecraft Mods
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    posted a message on Gany's Surface - Miscellaneous overworld themed additions!

    I'm having an issue with gany's surface, and father toasts utility mobs. The turret golems in utility mobs use fence posts in their construction, and none of the wood typed fences seem to work. It's not a recipe, rather it's assembled like a snow or iron golem. If you put the old fences back in, and made them craftable from the typed counterparts like you do with chests it would probably fix the issue.

    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9

    If you add it to the worldgen in CS2 new chunks should use it for generating, but existing chunks won't, as they are fully generated already.


    It you have existing chunks that you absolutely need them to spawn in, IE you have a large pre-existing mine there, you can download the world files, open it in mcedit2, select the chunks you want it to appear in, and mark them for repopulation. This can cause problems of its own though, as structures made of stone may get some of their stone blocks replaced by ore, and any areas of grass and surface dirt may get new foliage generated on it, or a new water pool generated. It generally does not affect any other blocktypes too much though. It will slow the server down slightly too, as the old chunks will have to populate at about the same speed as a newly discovered chunk.


    It's very easy to make mistakes in mcedit as well, especially if you are new to using it, so read up on it and practice a bit on a test world or something, and always make backups of your world files before starting. Also mcedit needs to relight all chunks it makes changes to after most changes, so if you have a very large world it can take an obscenely long time. I'm not positive that marking chunks for repop requires a relight, but it might.

    Posted in: Minecraft Mods
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    posted a message on [FORGE] TooMuchTime - v2.5.0 - Control over Minecraft's day/night cycle

    Would it be possible to add support for multiple worlds for people using multiworld? I use tmt in my overworld to make nights normal length, and days 5 times longer. I also have a destroyed city world, and I'd like to make days there normal length, and nights 5 times longer.

    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9

    Well, I picked up from this thread that particle effects called by onRandomDisplayTick are hard coded to 16 blocks spherically. It did say though that if you give the block a tile entity and have the particles called by the TE in an onUpdate, it can display up to 64 blocks spherically.


    I tried that with my chimney, and it crashed pretty much as I expected, as the onUpdate attribute isn't defined for tile entities. I'm unsure if it would even work if it was, as the documentation for onUpdate says it's useless for particles, and the thread is for a pretty outdated version of minecraft..

    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Quote from Hand___Grenade»

    Hey CubeX2,


    I've been using your mod for a while on a Modpack while I have been playing on, and I would firstly just like to say, great job! I've never seen a mod anywhere near as creative and interesting as this! I'd just like to ask whether there is a way I can create models for simple blocks which do not need to do anything, e.g Decorative Models. I've been over the internet trying to find if you can, but I haven't found anything yet.


    Thanks :)


    For making your own models, I would check out Sphax cubik, and/or iChun's tabula. You would need to learn some modding to get the results in game, but not too much, if they are purely decoration. Cubik is more oriented towards 1.8's new json format as far as I know. I have been fiddling around with tabula for 1.7.10 though, It's pretty intuitive, and there's tut's on youtube for it. Also watch wuppy's tuts on youtube to get a working forge eclipse workspace set up for whatever version you are modding for.

    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9

    I made a pretty sweet chimney with the new onRandomDisplayTick tag.





    Code


    name = "chimneycobble";
    material = "rock";
    stepSound = "stone";
    creativeTab = "decorations";
    addToCreative[0]= true;

    hardness[0] = 3.0;
    toolClass[0] = "pickaxe";
    harvestLevel[0] = 2;
    onRandomDisplayTick[0] = "position.x += 0.25, position.y += 1.0,position.z += 0.25; world.spawnParticle('largesmoke', position, 0.0, 0.2, 0.0); world.spawnParticle('largesmoke', position, 0.0, 0.1, 0.0); world.spawnParticle('largesmoke', position, 0.0, 0.3, 0.0); position.x += 0.25, position.y += 0.0,position.z += 0.25; world.spawnParticle('largesmoke', position, 0.0, 0.2, 0.0); world.spawnParticle('largesmoke', position, 0.0, 0.1, 0.0); world.spawnParticle('largesmoke', position, 0.0, 0.05, 0.0); position.x += 0.25, position.y += 0.0,position.z += 0.25; world.spawnParticle('largesmoke', position, 0.0, 0.2, 0.0); world.spawnParticle('largesmoke', position, 0.0, 0.1, 0.0); world.spawnParticle('largesmoke', position, 0.0, 0.05, 0.0); position.x -= 0.50, position.y += 0.0,position.z += 0.0; world.spawnParticle('largesmoke', position, 0.0, 0.2, 0.0); world.spawnParticle('largesmoke', position, 0.0, 0.1, 0.0); world.spawnParticle('largesmoke', position, 0.0, 0.05, 0.0); position.x += 0.50, position.y += 0.0,position.z -= 0.50; world.spawnParticle('largesmoke', position, 0.0, 0.2, 0.0); world.spawnParticle('largesmoke', position, 0.0, 0.1, 0.0); world.spawnParticle('largesmoke', position, 0.0, 0.05, 0.0);";
    textureFileXP[0] = "/cobblestone.png";
    textureFileXN[0] = "/cobblestone.png";
    textureFileYP[0] = "chimneycobble.png";
    textureFileYN[0] = "/cobblestone.png";
    textureFileZP[0] = "/cobblestone.png";
    textureFileZN[0] = "/cobblestone.png";
    drop[0] = "fancydoors:chimneycobble 1";
    pick[0] = "fancydoors:chimneycobble";


    It doesn't emit particles if you are more than 20 or so blocks away from it though. Is it possible to increase the particle spawn distance?

    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9

    I had the game crash when I middle mouse clicked a door I'd made with CS2 while on a server and in creative mode. I didn't get the crash report, but I can if it's needed. I'm just wondering if this is due to me not doing something needed in the .js file for the door that makes it available for picking via the middle button? I haven't added recipes yet so I don't know if that's an issue.


    Another quick question. I have 2 doors with transparency; an Iron bar and a glass one, and on the center parts, the top of the bottom block and the bottom of the top block kinda clash. Can I set those sides so they have no texture, or do I have to make a transparent .png and link to that?


    One last question I swear. is it possible to make the door shade more like blocks do? I want to make some hidden doors that straight up copy the block patterns themselves, and it's kind of obvious where they are, because the game shades them differently. I figure that's a game dynamic, but is it possible to bypass that, and make an undetectable door?


    I'm loving the mod. Thank you much for making it. Here's a shot of my doors so far. Textures are still WIP.






    And a closeup of one of my problematic iron doors, and a look at the non shading issue on the sandstone door.




    Posted in: Minecraft Mods
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    I'm having an issue with ivy on my bo2s. Ivy has 15 different alignments, and when worldpainter rotates, or mirrors the bo2, only 1 in 7 of the bo2 instances have the right alignment. Is it possible to have ivy translated to the correct metadata alignment when rotated or mirrored, or lacking that, have an option to not rotate or mirror when setting up the bo2 layer?
    Posted in: Minecraft Tools
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from deadfire813

    One big question everyone must have on their mind are the plans to increase the safe size of a craft with out it breaking your game. Is it going to happen? will it be upon a large release of the mod or spread out into smaller updates? i and others would love to know.


    It's not about first release or later release, the mods aimed towards the average PC... If you think your PC can do better, go ahead. You are free to set your max block limit. If you keep it reasonable you won't break your game. Add on in steps if you want to push the limits.
    Posted in: WIP Mods
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Well I love the program, and I was bored, so I put this together.

    Took about an hour and a half, and It's all personally created content, except the star field which is from a NASA image, so if you want to use it, it's all you. I can make changes as necessary. The world is one of my maps rendered in 3ds max, and the hand my hand. If you want to use it I'll fiddle around with it more tomorrow, add some more shading and shadowing.
    Posted in: Minecraft Tools
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