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Daring Do

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Everything posted by Daring Do

  1. So I'm trying to add Baubles as a dependency. However, every single method I've tried, from multiple different sources, doesn't work. Can anyone be of assistance?
  2. I realized I can just make it turn a piece of bedrock at y = 0 into an invisible portal block that teleports you as soon as you pass through it, though. Which is what I've already done, just haven't updated the repository. It also solves my fall damage issue, that I've been unsure if I solved.
  3. So no matter what I seemed to do, it wouldn't function properly. Maybe it's because it's over my head, but I settled on a different compromise for this. Thanks for at least trying to help.
  4. So, small problem, but that's in a Subscribe Event, meaning I can't have more than the one parameter, which in order to do if(!world.isRemote) I would need a second one. Unless you were telling me to test if the world server is remote, in which case, it doesn't work. Actually, it also doesn't like the ((WorldServer) world)... bit either, apparently
  5. Oh. Okay then. I'll give it a go in about an hour when I'm on my computer again. Here's to hoping that fixes that problem.
  6. It is 100% on this line right here, and 100% me not initializing the variable correctly. Sadly, I don't know what it wants : /
  7. The thing is, I don't want to to spawn a portal, which is what I've been having issues with. At this point, I've actually gotten a bit ahead, as by the time you responded, I had already updated the repository 1 or 2 times ^^; Though, at this rate, I'm beginning to think it would be easier to raise each chunk up a bit, and raise the build limit.
  8. Yeah, I already have that done, now. However, I also made some other edits, and it no longer tries to teleport the player... I've updated the repository.
  9. Dimensions are a butt to get right : /
  10. So, just a question, but how do I force it to use my teleporter now? Do I need to register the teleporter somewhere? Or would I just call it in the RegistryHandler for the teleport?
  11. Yeah, probably. I might fight it to make it work later, if there isn't an easier fix.
  12. I don't think I quite understand what you mean. Where would the entity be called? Only place I can think of would be under the PlayerHurtEvent in the RegistryHandler, which I'm pretty sure I called correctly, but I could definitely be wrong.
  13. This is the crash report I've been getting Then, I was given someone else's post who's been having the same error, and the fix was putting player.getEntityLiving().setPortal(player.getEntityLiving().getPosition()); inside the teleport. However, this, as I had expected, causes a nether portal to be created, which, at least in creative, causes me to teleport straight to the nether after going to my dimension. The dimension is accessed by going 64 blocks beneath bedrock. Any idea how to fix the crash, without spawning the nether portal in the world? Here's my code. The related classes are ModDimensions, ChunkGeneratorVoid, DimensionVoid, and RegistryHandler. EDIT: I just tested it in survival, and it seems to enjoy slowly killing me with fall damage, since I misjudged part of my code.
  14. Oh. I might've accidentally removed them when I edited out the commented out code of another method for checking for players. My apologies ^^;
  15. I have both of those. Look at the code. You missed the second one at first, so you likely missed the first one.
  16. I had also forgotten to register the tile entity, but it does work now. I didn't need to do anything in the block class. Maybe some method you use requires it, and the way I go about it doesn't.
  17. What I needed was this: List<EntityPlayer> list =getWorld().getEntitiesWithinAABB(EntityPlayer.class,new AxisAlignedBB(getPos()).grow(5, 3, 5));
  18. Hey, guess who showed up online? Zabi. And he's actually helped now. Yes, it was something in my tile entity class, not my block class.
  19. And I do things the long way because it helps me keep track of what I do.
  20. public TileEntity createNewTileEntity(World worldIn, int meta) { return new TileEntityTimeAnomaly(); } It's right there. And in the current code, it's overridden. Believe it or not, even if I am not acquainted with the terminology used for programming, due to never actually taking classes, but rather figuring things out for myself, through trial, error, and looking over other bits of code, I do know what I'm doing, for the most part.
  21. Being onBlockPlacedBy and createNewTileEntity. But I went beyond that, when I update the mod in the future, and went ahead and applied it to everything, so I can figure out if something breaks. I haven't gotten adding the annotation to things down as a habit yet.
  22. I know how @Override works. My issue is with the tile entity either not existing, or not functioning. I've made mods before, in the past. They weren't any more complex than this one. If they were 1.12, I'd likely have reviewed them to see what I was messing up on.
  23. Oh. And yes, I admit, I know next to nothing when it comes to tile entities. I've never had luck with them in the past, but unfortunately, these blocks require to be tile entities, unless I want to deal with other types of fuckery, or a lot of lag issues.
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