Posts by GregoriusT

    The Crafting System is more like a Blueprint. See how one can use it here:


    (Result, new Object[] {"XXX", "XAX", "XXX", false, 'X', new ItemStack(Item.redstone, 1), 'A', "gemRuby"})
    (Result, new Object[] {"XXX", "XAX", "XXX", false, 'X', new ItemStack(Item.redstone, 1), 'A', "gemSapphire"})
    (Result, new Object[] {"XXX", "XAX", "XXX", false, 'X', new ItemStack(Item.redstone, 1), 'A', "gemGreenSapphire"})
    (Result, new Object[] {"XXX", "XAX", "XXX", false, 'X', new ItemStack(Item.redstone, 1), 'A', "gemOlivine"})


    These four are the ones you are looking for. The Parameters inside the Array are:


    "XXX", "XAX" and "XXX" = The shape on the Crafting Table (Blueprint). In this Case for your Energy Crystal
    false = This Recipe is not hidden like the UUM-Recipes, set that to true if you shouldnt see this Recipe in NEI or Craftguide
    'X' = What the X inside the Blueprint means
    new ItemStack(Item.redstone, 1) = The Redstone. I disrecommend using "dustRedstone" as that is just a Part of my Addon (makes many things easier for me)
    'A' = What the A inside the Blueprint means
    "gemRuby", "gemSapphire", "gemGreenSapphire" and "gemOlivine", those are the OreDict-Based names for the Gems you wanna use. These Strings are enough, no need to iterate for that sake.

    Starting a new thread for such a minor issue seems trivial, seeing as this is a fairly minor (and relevant) issue.
    If I'm coding using the GregTech API (or any API besides Forestry), the updatemd5 script in MCP fails. Functionally everything is perfect, however. Is there any particular reason for this?

    Why do you use updatemd5? It messes around with the obfuscation, and causes Errors as soon as you change something in the wrong way.

    Steve actually has a magic thing highly advanced Device called "Internal Nullspace Venturing Endless Nifty Toolbag On Ridiculous Yards or something less nonsense than that" (I.N.V.E.N.T.O.R.Y.). This Inventory can store an almost unlimited amount of Stuff inside, and fits perfectly inside your Pocket or onto your Belt. You can put almost everything inside this Inventory, no matter how large or heavy it is, even if its larger than the Inventory itself! You can even store things in it, which are larger than yourself! But thats not all!, the Inventory knows exactly what you want to grab out of it, and gives it right into your Hands, so that you can easyly pull it out of the Inventory. But wait!, there is more! The Inventory can magically show you has an inbuilt Holoprojector, to show you everything inside it, right in front of your Eyes, so that you can inspect the Inventory everytime you want! Also everything inside the Inventory looses its weight, making you able to carry shitloads of useless Stuff all the highly valuable Stuff with you, without having to leave something in the wilderness!


    Buy your Inventory now, and get tons of extraspace, when sharing it to random people Friends! We do not accept non-Humans non-Maincharacters inside our Shop, as computercontrolled Bots your Enemys are not supposed to have an highly lootable a large Inventory, like you!

    Ok! Now the fuel recipes are working also. :)


    After setting the debug mode on for NEI I do see the "Ore Dictionary" page along with everything else. The only difference I see there is that your dust has a second "itemDustManganese" entry, and his only has the "dustManganese" entry. Is that the problem?

    The second "itemDust"-Entry is for depricated Mods, I removed it in recent Versions. If both dusts have "dustManganese" then it should work.



    AHHH, I see whats the Problem. You register the Recipes in the @Init-Function, you need to do that in the @PostInit-Function, otherwise some Items are not registered, when your Mod gets loaded.

    Oops, Your Fuel isn't showing, because I derped with the Description. You need Type 3 and not Type 4 for the Fuel Function. (Type 4 = Plasma, and thats not implemented yet).


    Do you have NEI installed? If not then get NEI and install also mistaqurs NEI-Plugins, then go into the NEI-Config and set "mistaqur.enableDebug" to true. Then you can see if the Metallurgy Dust is correctly registered, by using the "Usage"-Key on the Dust.

    10. ran Eclipse again, noticed that it had the ic2.api and gregtechmod.api packages as I assume it should at this point
    Also noticed that there were some errors in the gregtechmod.api package, didn't touch them as I probably don't understand enough of this to make those errors go away.

    You haveto resolve all the Errors in eclipse before recompiling! Eclipse tells you what is wrong. Just remove the red underlined lines of errored Code, eclipse is complaining about.

    actually, the copy method makes a new itemstack anyway, so he might as well make his own,
    in fact, using the ItemStack(Item, int) constructor, he could specify the stacksize too,
    which be more concise than your method (1 line instead of 2)

    There is no ItemStack(ItemStack, int) Method. The thing you get from the IC²-API is an ItemStack and not an Item. And with the IC²-API you also get the correspondend Damage Value of the Item inside the Stack.



    Code
    Can not find server sources, try decompiling.


    That's no Error, it always tells you that (They should remove that useless Log).

    Quote

    This makes me wonder if I'm still not setting up my MCP directory/install correctly? What am I missing here? I followed all the directions I could find to set it up, and the code seems to work in Eclipse, so what am I messing up now? I'm using Wuppy's tutorials on how to make a forge mod. As I understand it, once I write the code and save the files, I should just have to run recompile, then reobfuscate, and everything I need should wind up in the reobf directory right?

    Yes, it should give you only the changed/added Files to the reobf-Folder.


    What did you do to install it? I do something like the following:
    1. unpack MCP-Folder somewhere.
    2. unpack Forge-Folder so that there is a Folder called forge inside the MCP-Main-Directory.
    3. throw the bin-Folder of Minecraft and the minecraft_server.jar into the jars-Folder.
    4. run install.cmd inside the Forge-Folder.
    5. open eclipse and select the .eclipse-Folder inside the MCP-Main-Directory as workspace.
    6. Now you should have one Project-Folder with the Name "Minecraft" in it.
    7. Place now all your Files, API's and Packages inside the src-Folder. Since 1.4.6 its the src-Folder instead of the common-Folder
    8. Now that you coded your Mod, run Recompile and then Reobfuscate, grab your Mod from the reobf Folder, zip it and try to throw it into your mods Folder.

    Disclaimer: I will use [SENTENCE_IN_ALLCAPS] as placeholder for your Numbers. (It's not really Allcaps as I hold the Shift-Key)


    Okay, now for the first mistake.

    Code
    ItemStack stack1 = new ItemStack(ic2.api.Items.getItem(resin));


    That's wrong, It's actually:

    Code
    ItemStack stack1 = ic2.api.Items.getItem("resin").copy();
    stack1.stackSize = [INSERT_AMOUNT_OF_RESIN_HERE];


    The IC²-API gives you directly an ItemStack, you dont have to make a new one.


    Now to my API. This simple call is for adding the Centrifuge Recipe of your Hepatizon Dust to Carbon Cells:


    Code
    int duration = [INSERT_HOW_LONG_IT_AHOULD_TAKE_HERE];
    int amountOfCarbonCells = [INSERT_AMOUNT_OF_CARBON_CELLS_HERE];
    int amountOfHepazitonDust = [INSERT_AMOUNT_OF_HEPATIZON_DUST_HERE];
    ItemStack output = gregtechmod.api.GregTech_API.getGregTechItem(2, amountOfCarbonCells, 8);
    for (ItemStack input : OreDictionary.getOres("dustHepatizon"))  {
    input = input.copy();
    input.stackSize = amountOfHepazitonDust;
    gregtechmod.api.GregTech_API.addCentrifugeRecipe(ItemStack input, amountOfCarbonCells, output, null, null, null, duration);
    }


    I'm aware that my API is currently not easy to use, as you have to correct some Errors in the Code (missing Functions), but it works.

    Yes, its unlikely to be added at all. Not because this Suggestion is bad, but because we already have advanced Armor with very similar Functionality, and redundancy is usually nothing what gets added to Core-IC². Those Cyborg Functions you are suggesting, are mostly covered with the Quantum-Suit.


    There is a relatively new Addon, which gives you customizable Armor, it's called "Modular Powersuits" (Pending Addons Section), you should try it out.