Gulliver Mod 1.7.10
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Note: I can't guarantee compatibility of Gulliver with other mods, but I'm certainly shooting for making it more compatible. Gulliver v0.14.3 only works on Minecraft 1.6.4. Gulliver Forged v0.14.3 only works on Minecraft 1.6.4 + Forge build 9.11.1.965. Mar 29, 2013 - This mod is called Gulliver. It's named for the book Gulliver's Travels, though much of the inspiration comes from The Borrowers, Alice in. I'm playing with 100+ mods in 1.7.10 and I'd love to have a resizing mod to be able to fit inside one block spaces, but the only one I can find is the Antman mod which I don't really want to use considering it requires a suit of armor using (I'm guessing, the recipes aren't on curseforge) mod-specific ores which will be immensely difficult to find since I've done quite a bit of exploring,.
Hello folks I've got a mod called Gulliver that allows you to change the size of the player and other entities, in both singleplayer and multiplayer: Currently Gulliver uses ModLoader and supports ModLoaderMP. I would like to add Forge compatibility so my users can play with their Forge-based mods, not to mention that I've been wanting to see how well it works with RedPower sub blocks (drop ceilings & ductwork tunnels! ) Important caveat: Gulliver changes scads of base classes. I plan to reduce the number of base class changes eventually, but I doubt I can get away with not modifying any base classes, considering how much fundamental Minecraft code I've had to adjust to get this mod to work well. So, got any advice for a Forge noob trying to add compatibility for a ridiculously complex but highly amusing mod? Oh by the way, sp614x suggested that I ask you guys to add hooks for render view positioning and perspective changes. I'm still working out the rendering details, but would you be open to making hooks of that sort?
Cheers, UncleMion. Try to use as many Forge hooks as you can. Then try to use Java Reflection to do what is left. For the stragglers, try to make a new hook and try to make it as generic as possible, and submit a pull request for it to be put in to Forge proper. Thanks for the feedback Hm, I'd like to have Gulliver be Forge compatible but not required. I suspect that, since some of the Forged base classes I conflict with happen to implement Forge-specific interface classes, I'd be best off making 2 releases: one fully Forge compatible, one not (but close if possible).
The Forge one would need to incorporate Forge code into the base classes I modify, and the less-Forged would use reflection on existing hooks wherever it can. Does that sound about right?
I'd actually try to replace code with Forge hooks if possible, but it'd be trickier to maintain 2 very divergent forks. Probably worth it if the hooks are useful I'll see what I can figure out. What should be done is no base edits at all, Forge is trying to massively get away from mods requiring base edits as they make some things near impossible (look at the mystcraft conflicts, Forge updates rapidly while remaining backwards compatible, but mystcraft edits a lot of base classes and it cannot keep up, thus it starts breaking other mods that require the new features). It is better to use hooks when possible, then use reflection, else make a new hook and submit it for inclusion in to Forge. That is what Forge is, a set of useful hooks for mods to not require base edits, and anyone can submit new hooks, and as long as they are not already there, cannot be done via reflection, and cannot easily be implemented in a better way, then expect it to be added straight in, else you will get feedback.
Hmm, about how often does Forge add new features? In the 'Recommended' releases at least. I can't really call my mod stable until I've finished adding the main features I've got planned and done a lot of code cleanup. I don't expect to be submitting any forge hooks until after a good thorough refactoring and consideration of what features would be useful to other mods. In the meantime it's more a matter of my mod supporting Forge and not the other way around It shouldn't be too much trouble to update to new versions once I've gotten the current Forge features taken care of. Restarting the thread now that I've made a Gulliver Forged release as an April Fool's not-prank It's only partway converted over to Forge. There's a lot more I want to do with using Forge hooks for Gulliver where possible, but I'm afraid it's still going to be a very base-class-heavy mod.
My goal is to have reasonable 'default' behavior for resized mobs, as well as scaled movements, block-breaking ability, etc. So that other mods are reasonably playable even before doing specific compatibility changes.
Gulliver Mod 1.7.10 Jar
Anyway, y'all are welcome to try the preliminary experimental Gulliver Forged thing and let me know what you think I'll ask more specific questions about code structure as I go along in the integration process. I don't think your code will move them in a circle. It might spawn them in a circle, although the code for that looks a little weird for that too.
Let's go through you update method in the hastebin link. The first important thing is - where is this update code? If you want to move the particles it would need to be in the particle class, but I kind of suspect you have it somewhere else like in an entity.
So your first mistake is that your code isn't moving the particles, it is just spawning them constantly. It might also be possible to used particles in fixed positions and 'animate' them by killing and spawning them quickly but I don't think it would work well visually. So I think you need your particle class to remember the center of the circle and the angle, and then in the update method for the particle you would add some angle and adjust the position (not respawn) accordingly. Additionally, I think your math is still suspicious. Your code to use trigonometry to adjust the X and Z positions looks like: double angle = Math.toRadians(degrees); double vx = (pos.getX + 0.3).
Math.cos(angle) - pos.getZ. Math.sin(angle); double vz = pos.getX. Math.sin(angle) + pos.getZ. Math.cos(angle); I'm pretty sure the math is wrong here. The X and Z positions are the values in the world, so they can be numbers like 600 or 0 or -600.
Instead I think you should be multiplying by a radius for the circle as the vx and vz fields presumably indicate the difference in position relative to the center. Also, you're mixing up the two dimensions. Sin and Cos functions already take and angle and separate it into the two dimensional components, so I think it should be something more like: double angle = Math.toRadians(degrees); double radius = 2.0D; double vx = radius. Math.cos(angle); double vz = radius. Math.sin(angle); Then instead spawning the particles again, you should just move them. Also, you shouldn't move them based on current position, but recalculate from the center of the circle.
So the new positions would be something like (this is pseudo code because you need to put the code into the right place with a field for the center: this.setPos(particleCenterX + vx, this.getPosY, particleCenterZ + vz); Summary Putting it all together: The movement code needs to be in the update for the particle class which runs on the client side. You can't just keep spawning particles. I would have the particle 'remember' where the center of the circle should be. You need to have a sense of 'radius' for the circle. You simply update the particle position with very simple trigonometry such as center + radius.
cos(angle).