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Showing content with the highest reputation on 09/22/17 in all areas

  1. I wouldn't worry about trying to figure out how to add dependencies to your jar almost everything you'll need is already included in the forge and Minecraft libraries. Look through the libraries in your workspace and you'll see what forge gradle has added to your workspace also you can look through Minecafts source code to get ideas on how mojang implements stuff and if you view the forge source you can get information on how to use the forge code.
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  2. Is this part of your code supposed to prevent the second player from controlling it? 800. @Override public boolean canPassengerSteer() { // must always return false or the vanilla movement code interferes // with DragonMoveHelper return false; }
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  3. No, you execute the code that is currently on the armor in the packet handler (but you need to check that the player is wearing the armor first).
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  4. Have you thought about possibly making this part of the block rather than the player sending updates to the server? If you want a specific block to move out of the way when a player runs into it you could make the tile Entity search for players within an X radius of it. Then when the player gets near it could look at average speed and react to it. Depending on what block behaviour you want this wouldn't even have to be incredibly precise. that way blocks could react to entities being within X meters of the block rather than players sending a continuous signal to the server. Ofcourse both of those ideas have their merit
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  5. Has this system changed with the forum revamp? I can't find that setting. (Is it okay to post in this thread? It's pinned but has no replies for a year :S)
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  6. It's breeding season! In Minecraft, that is. Many tech mods add fancy ways of automatically breeding up those animals which can be bred. But I wanted something more subtle, something more vanilla-feeling, for the same task. And so I created Breeding Season. Download: https://dl.dropboxusercontent.com/u/11662651/Minecraft/Mods/BreedingSeason.zip Breeding Season makes a few minor changes to breedable mobs' behaviors: 1) They will eat and breed from the correct item entities on the ground now. For example, a horse will breed from a dropped golden carrot or golden apple, a cow or sheep will breed from a dropped wheat item, etc. 2) For those animals who breed with items which can be blocks (i.e. crops or flowers), they will break those blocks when walking over them and begin breeding that way as well. NOTE: If you don't want this, perhaps because of the broken blocks, you can turn off the mobGriefing gamerule to stop this behavior. 3) Baby animals are now afraid of the dark. This means that if they can get to a brighter spot within 5 blocks of their current position, they'll run there, even ignoring their parents or owners (baby pets will still teleport to their owners when out of range, but they won't walk into darker areas). This allows you to easily separate adults from babies while breeding: as long as the adult pen is darker than the baby pen, they'll separate themselves. Some notes: All breeding requirements still apply. This means dogs still won't breed unless they're tamed and at full health, etc. When an animal is in breeding mode ("in love"), it won't consume any more items or blocks until it's done breeding and ready to begin again; so if you drop a stack of wheat by a cow, for instance, it'll only eat one and not the whole stack. Of course, since droppers can drop those items on a clock, this means breeding can now be fully automated using plain old redstone! The design for such a farm, including how to control lighting for baby separation, is up to you Download: https://dl.dropboxusercontent.com/u/11662651/Minecraft/Mods/BreedingSeason.zip If you have any ideas for things to add to future versions of this mod, please suggest them! I hit a creative block trying to come up with more; keep in mind it should be vanilla-styled but still enhancing the process of breeding. And of course, all comments are welcome below! (And lastly, this won't work with other mods' mobs, only vanilla ones. I may expose a few methods to make it mod-compatible in the future, if it's popular enough.)
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