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Daring Do

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Everything posted by Daring Do

  1. Okay, it's overridden now, and apparently I had to specify that in IHasModel, but it still fails to apply the effects. Not even sure if it is recognizing that I have onBlockPlacedBy, to set the tile entity in the world, or if it isn't adding any kind of detection radius.
  2. And there's me feeling like an idiot. I'm not too familiar with tile entities, and assumed it was called correctly. But nope. Thanks. I'll see if that fixes it ^^
  3. Either works, because both affect players. As for what doesn't work, as far as I can tell, nothing fails to function. The issue is it's not trying to detect anything to place the potion effects onto, from what I can tell. Or maybe it is, and I'm just failing to spot it, despite going over it tens of times already.
  4. The problem is in the title. I don't know how to make it check for a player, or if it is, it's not applying the affects. If you're going to recommend I look at the beacon code, I've already done so. It's how I've learned to mod. If you're going to recommend a tutorial, it better be a damn good one, because all that exist right now are "here's how to make the most basics of basics". I apologize for being short right now, and that I'm taking it out on you, but there's a reason I usually don't ask here.
  5. As of current, I'm trying to get a block I'm working on to detect players within a 5 block radius of it, so it may apply certain effects. I am actually fairly new with Java, and I have a history of misinterpreting what people say, but I usually figure it out in the end. Often asking ends up pointless, since I figure it out before someone actually says something that works, but I feel like I might as well. Below is the code for the tile entity and the block: Block: Tile Entity:
  6. Yeah, someone else already helped me with this. But thanks anyways.
  7. How would I make it so when an item is crafted with another item, you get one of the items back, like, say a bucket of water and lava to craft obsidian, and get the two buckets back?
  8. Okay, thanks. I'm planning on having it detect specific entities, if possible. If not, it's not too important. But again, thanks. As soon as I get these blocks added to the game, I can test the first ritual. If it works, then I'll mark the thread as solved.
  9. I assume by compressed array, you mean something similar to how making a crafting recipe works? Where you define a block with a letter? Also, quick question, is there a way to detect entities already in the code, or will I have to create that myself?
  10. I just know of a way to get a schematic easily, but according to the guy who is working with me, schematics are no longer used. But yeah, I can just write out the array by hand. Thanks again.
  11. Thanks, it does. I was hoping maybe there would be a faster way, by checking for a schematic, but it's not necessary. But given I'll have to write this out... about 20 times, I was hoping there might've been a faster method.
  12. Yeah, uh, just realized that the last guy didn't get what I was asking for originally. But I believe what you've said should work, since I'm not looking to make pregenerated structures. Below is one formation I'm wanting to use. The orange wool is the blocks needing to be detected and the light blue wool is the block you'd right click on to determine if the blocks are there for the ritual.
  13. I'm not wanting the middle block to place the other blocks. I'm wanting it to scan a 15x15 area to determine if the other blocks are where they should be for specific rituals. But I assume it's a similar process that you described? Everything being a tile entity?
  14. All I need is the way to detect the multiblock upon activating a middle block. But essentially I'm wanting it to do multiple things, depending on the entities in the middle of it. Rituals. If I can get the multiblock detected, then I can likely get the rest of it done as well.
  15. Hey, so I was wondering if anyone could help me with making a multiblock structure? My original idea was to find the wither's multiblock structure in the code, but I couldn't. Tried Googling the answer, and all I found was for 1.7.10, which I highly doubt will work. So does anyone here know how to do it, or could at least point me to the wither's code?
  16. Anyone else have any other ideas?
  17. So... what am I supposed to do then?
  18. Yes, I did. Still inaccessible, and pressing "use step filters" doesn't do anything, either.
  19. Erm, they're muted into the background. I can't use any of those. That entire section of buttons is unclickable.
  20. Eeyup. The one you posted
  21. I posted one from a while back, not realizing that that was from over half an hour ago. It just stops responding, which I assumed meant a crash was imminent. I usually would execute the process to save time. But it's back up, not responding, that same setup back on Eclipse.
  22. Wait, there isn't one... the heck? Maybe it's not a full crash. It just stops responding. I've got that back up, though.
  23. Oh. Well, I did get that. But the game still crashed.
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