hey, progress is progress
and yes, life comes first
Posts by Kye_Duo
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WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT!!!!!!!
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http://phdcomics.com/comics/archive.php?comicid=1690
I so see this happening with abandoned mods. -
at least it was an easy fix
you won't make that mistake again (I hope) -
http://phdcomics.com/comics/archive.php?comicid=1689
saw this and thought of you (at least the stuff you are trying to do isn't as bad as this) -
there was a regular screwdriver, but almost never used due to the sonic being so easy to make
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I say, put the muli-blocks part on the back-burner, get everything else going first
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that bites. (the internet part)
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concrete can use other aggregates besides rocks
there is a concrete canoe competition where teams create canoes made of concrete and race them. -
Well, old mod was .jar file just because author probably dont know using Forge and changing Vanilla classes without touching them.
Most interesting is fact then it shouldnt take so much time and work if you only need to make few things with almost one parameter.
I guess it is NBTTag for change Entity which will be in spawner. And if its enough to o it with Vanilla mobs, you probably can use static methods.Otherwise, I reccomend you to do it with some kind of method which can dynamically use all the entities registered through Forge Entity : )
Just for case you want Twilight etc. bosses. Also, this kind of Spawner is just great, because change spawner isn't as OP as SoulShards was and still little bit are.That reminds me then you could make it little bit nerfed, added to TransformerConverters as "Plugin" to main core and if TransConv are installed, that need to be powered by energy, to spawn mobs. In case you use own block / TE. Simply because Convert isn't only for energy, but you can also convert spawners. But its just in case of some ideas. : )
I think its not needed, because even now is there much much much stuff to be done and adding next could be totally more messy : )
the original was done as a .jar file mod because he was using modloader not forge
he also added in the option of being able to stop the spawner from working with a RS signal -
you misunderstood me, I was talking about having to add the mod file to the MC jar file, like forge and optifine
the old spawner GUI mod was a MC jar file mod -
Why?
because adding files to the jar isn't as easy as it once was
plus it limits the number of people that can install it without having to make an installer program like forge did -
Actually theres no need to make another spawner. There are two ways. You can make @ForgeSubscribe on event with "use block" on right click on it for Spawner or extend it I hope.
I also saw interesting way of changing Vanilla block in some kind of way with simple choosing 7(Bedrock) instead of (id) - super(id, Material.x)
however it is done, just make sure it is not a JAR file mod like the last one -
it is simple, but I'd love for you to update (and forgeify) the spawner GUI mod. I don't care if you have to add in a second spawner to be able to use the GUI with forge
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dude, you got friends here.
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with the state of flux of IC2, it is quite easy for one of the other mods to be a few versions behind on the API they use
all those mods you listed do work and try to work with IC2, BC doesn't even use the IC2 API...the UE stuff does as they will take UE or EU for power -
dunno why you are doing RP2 stuff. Project Red is doing the same thing. and they are further along
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try adding the mods one at a time starting with IC2
it may be one has an outdated API from IC2 and is causing that issue -
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uh, logs indicate you are using IC2 .390 not .397