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Posts
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Everything posted by gotyaoi
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There are two icons because there are two programs, the launcher and technic itself. Doesn't happen with normal minecraft as there's no separation like that. You can't bypass the launcher. If it's crashing, go post on the bug board, maybe get that fixed.
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No such luck there. The server is still the server. On the plus side, FML does have a method to get minecraft's directory on the server, on the minus side, it's not named the same as the client one.
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It's not ModloaderMP, it's FML. The king is dead, long live the king. See my post on FML, and why it is a sexy beast. Short version, yes, forge is all you need, as long as all of your dependencies were built with the new forge. Yes, this will make things easier for SMP, as FML's NetworkMod class extends BaseMod.
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You're trying to bring a map from one to the other? Not going to work. They have different mods, different block IDs.
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Zebrin, glad you like it. Post some pictures if you make anything awesome. jakj, while I didn't have that idea before... huehuehuehue. Anyway, work is proceding on learning about container blocks and suchlike. Fun fact: in order to make a block with an inventory, you need a block class, a container class, a gui class and a tile entity class. And they're all sort of tangled up at various points. I've got the source to atomicstryker's advanced machines open in one tab and my project in another, which is helping a bunch.
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Found it. http://forum.industrial-craft.net/index.php?page=Thread&threadID=6395&pageNo=1
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I'm an idiot and forgot to include the texture file in the download. Sorry to anyone who downloaded in the last two days.
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Ok, you're going to have a lot of trouble if you're just copying code out of a tutorial without knowing what it does. I'd recommend the MIT opencourseware stuff. It's free and pretty damn good. Granted it's in Python, not Java, but once you get the basics down, learning a new language isn't that hard. http://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-00sc-introduction-to-computer-science-and-programming-spring-2011/Syllabus/ Here's a bunch of Java resources as well. http://netbeans.org/kb/articles/learn-java.html
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Well, looks like you deleted your mod_Test() constructor. Also, make sure you don't forget to save and recompile. As you're new to modding, I must ask, are you new to Java as well? Or even to coding in general?
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Did you leave "BaseMod load = load()" in there? Because doing that would cause exactly that error.
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wha... huh? do you even know what extending a class means? You have to provide the load method. You have to write it! It is abstract in the superclass, meaning it's just the method definition, it has no body. Take out that... thing, you just wrote, and add this method to your class. public void load(){} Also, read this tutorial, including the bit on abstract methods and classes. http://docs.oracle.com/javase/tutorial/java/IandI/subclasses.html
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Ok, so this isn't just tekkit then. Best suggestion I have is to load up a bukkit server with one of the more base mods tekkit uses(and only that mod), forge perhaps, and see if it crashes. Try to narrow down the problem and all that.
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http://dev.bukkit.org/server-mods/tree-assist/tickets/3-error-help/
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I did a little googling... someone reported this to you on a non-tekkit server and you determined the problem to be with ModLoaderMP? Or something to that effect? Edit: And whatever it is, it apparently happens to people running timber too.
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You extended BaseMod. BaseMod contains the abstract method load(). This means that any class that extends BaseMod (yours) must provide a load() method, or errors will occur. Because of the way ModLoader works, you can put statements in either the constructor or load, but by convention, put minecraft stuff in load and houskeeping for your code in the constructor. Or don't, it's just a convention.
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Wow. Ok, silly forums. Apparently you can't change a link location just by changing the text. Silly me. The links should be working now.
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Yes, you could do this. Because of the way rendering see-through things works in minecraft (whatever color is in front overrides all see through colors behind it) such a pane would tint things black when looked through from one direction and red when looked through from the other. Unfortunately, the colors would always be on the same side relative to north, unless you did some tricky things with the rendering. For my panes, I was able to discard one of the squares because unlike normal rendering, which is only visible from one side, alpha (see-through) rendering is visible from both. This could be a problem with the two color glass, as if the two planes that make up the textures occupy the same space, you get z-fighting and it looks bad. Thus, you would need to separate the two planes slightly.
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Okay, new version uploaded. Panes implemented. Next step is the machine.
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I just couldn't let the idea go. But, in persevering, I found the specific bit in renderBlocks that controlled the two textures for either side of a pane of glass! Now, because it doesn't matter for non-alpha pass rendering, notch or whoever just put the two textures in the same space, facing opposite directions. But with a slight 0.01D seperation, colored glass panes look brilliant. Now to figure out if it's possible to implement this for my blocks without having to modify renderBlocks, which unlike blockPane, I think a bunch of other mods want to touch.
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As I remember, touching it trips it but doesn't break it. Punching it trips it and breaks it, while using shears breaks it without setting it off.
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Thanks for the concern, but when I say z-fighting, it's really bad. The renderer puts the glass texture on both sides of the pane, and because the pane itself is infinitesimally thin, and because the texture is transparent, You can see the texture twice, where one of them is reversed and they're both z-fighting with each other and the transparency is additive, apparently. On second thought, yeah, I think I'll give colored panes a rest. Gonna go make a cool machine instead.
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Yeah, you're probably right. Now to go about learning to write a custom renderer, as the default one produces a bunch of z-fighting.
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I am sadness and rage. Basically, stained glass panes are looking like a no go. This is due to the fact that one of the functions that renderBlocks expects to be a part of a class is final, so I can't override it to change it as I need to. What's more, I can't create a separate class and implement the method there because renderBlocks wants an object of type BlockPane, not whatever mine would be. *sigh* Screw your invariants, this should be variant.
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Yeah, basically toss some stuff in there to be macerated. If the red bolt stay full, you're good. Most machines, once they fill up their internal capacitor (the red bolt), won't draw any more power. The advanced machines, if you're keeping them warmed up, draw an extremely small amount of power, so that you probably wouldn't notice any drop in your MFSU or MFE, especially if it were being recharged by nuclear power.
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Simple question: is there anything on the other side of your transformer? If so, does it have any work to do? If there's nothing using power, well, no power will be flowing through the system.