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package sanandreasp.core.manpack.helpers; | |
import java.lang.reflect.Field; | |
import java.lang.reflect.InvocationTargetException; | |
import java.lang.reflect.Method; | |
import java.util.Map; | |
import com.google.common.collect.Maps; | |
import cpw.mods.fml.relauncher.ReflectionHelper.UnableToAccessFieldException; |
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2014-04-11 12:55:08 [INFO] [STDOUT] ----- REFLECTION: Test begins now! | |
2014-04-11 12:55:08 [INFO] [STDOUT] ----- access without reflection | |
2014-04-11 12:55:08 [INFO] [STDOUT] 6354 | |
2014-04-11 12:55:08 [INFO] [STDOUT] 488 | |
2014-04-11 12:55:08 [INFO] [STDOUT] 488 | |
2014-04-11 12:55:08 [INFO] [STDOUT] 489 | |
2014-04-11 12:55:08 [INFO] [STDOUT] 488 | |
2014-04-11 12:55:08 [INFO] [STDOUT] 489 | |
2014-04-11 12:55:08 [INFO] [STDOUT] 0 | |
2014-04-11 12:55:08 [INFO] [STDOUT] 489 |
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public class Event | |
{ | |
// texture is in | |
// assets/examplemod/textures/blocks/ani.png | |
// assets/examplemod/textures/blocks/ani.png.mcmeta | |
public static TextureTestBlock ttestblk = new TextureTestBlock("examplemod:ani"); | |
@SubscribeEvent | |
public void textureStitchPre(TextureStitchEvent.Pre event) { | |
if( event.map.getTextureType() == 0 ) { // 0 for the terrain.png (block icons) |
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So the idea is to have the biome changer use less GUIs, which brings forth following concept on how | |
to tell the biome changer which biome to use: | |
- You have this block called "Biome Data Crystal" which needs to be charged with the data of the | |
respective biome you want to have | |
- To charge it said data, you need to place it down on the ground of the desirable biome and it will | |
slowly "fill up" with the biome data | |
- Once filled up, you can then place it on the ground on another biome which you want to convert to | |
the biome saved in the crystal and on top the biome changer | |
- Fill up the biome changer with RF and activate it. It now converts the biome to the desired one | |
- You can empty the crystal by simply washing it in a cauldron (it will take up water like dyed |
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Here's the new Biome Changer functionality (with its BiomeChangerCrystal) explained: | |
The Biome Data Crystal | |
====================================== | |
A crystal can have up to 10 "bytes" of biome data. When placed empty or non-full (and has not the | |
"used" state, explained later), it will fill up 1 byte at a time until it reaches the "filled" state. | |
The speed of this process is determined by the light value it receives, the higher the light value, | |
the faster it fills up (1). On the other hand, when it's completely dark (light value of 0), it won't | |
charge anything. | |
You can break it with your bare hands, which drops itself (with the data obviously). |
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// draws a solid square on the Z-Plane, facing to the positive Z-direction | |
public static void drawSquareZPos(double cornerBeginX, double cornerBeginY, double cornerEndX, double cornerEndY, double z) { | |
Tessellator tess = Tessellator.instance; | |
GL11.glEnable(GL11.GL_BLEND); | |
GL11.glDisable(GL11.GL_TEXTURE_2D); | |
OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); | |
tess.startDrawingQuads(); | |
tess.setNormal(0.0F, 0.0F, 1.0F); |
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/******************************************************************************************************************* | |
* Authors: SanAndreasP | |
* Copyright: SanAndreasP | |
* License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International | |
* http://creativecommons.org/licenses/by-nc-sa/4.0/ | |
*******************************************************************************************************************/ | |
package de.sanandrew.mods.enderstuffp.util.manager; | |
import cpw.mods.fml.common.FMLLog; | |
import de.sanandrew.mods.enderstuffp.util.EnderStuffPlus; |
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public void renderCubeVec(double x, double y, double z, double sizeX, double sizeY, double sizeZ, float rotX, float rotY, float rotZ, RenderBlocks renderer) { | |
Tessellator tess = Tessellator.instance; | |
rotX = (float) ((rotX / 180.0F) * Math.PI); | |
rotY = (float) ((rotY / 180.0F) * Math.PI); | |
rotZ = (float) ((rotZ / 180.0F) * Math.PI); | |
Vec3 vec1 = Vec3.createVectorHelper(sizeX, 0.0D, 0.0D); | |
Vec3 vec2 = Vec3.createVectorHelper(0.0D, sizeY, 0.0D); | |
Vec3 vec3 = Vec3.createVectorHelper(0.0D, 0.0D, -sizeZ); |
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#1 Mana (name not decided yet; req. Botania) | |
consumes a specific amount of mana per HP healed from nearby mana pools to act | |
as "ammo" instead of glistering melons |
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[20:37:17.660] [Info] Root: Preparing Root... | |
[20:37:17.664] [Info] Root: Done preparing Root. | |
[20:37:17.664] [Info] Client Version 1.1.0 (windows x86_64) Source ID: eb229dcd10aad142c4b79af6c5b8dc8d39e7d792 Protocol: 724 | |
[20:37:17.664] [Info] Root: Scanning for asset sources in directory '..\assets\' | |
[20:37:17.664] [Info] Root: Skipping hidden '_unpacked' in asset directory | |
[20:37:18.123] [Info] Root: Scanning for asset sources in directory '..\mods\' | |
[20:37:18.123] [Warn] Root: Unrecognized file in asset directory 'mods_go_here', skipping | |
[20:37:18.123] [Info] Root: Detected asset source named 'base' at '..\assets\packed.pak' | |
[20:37:18.123] [Info] Root: Detected unnamed asset source at '..\assets\user' | |
[20:37:18.123] [Info] Loading assets from: '..\assets\packed.pak' |