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Posts posted by DeeKay

  1. sry, i did wrote it a bit bad, the BiomeGenSwamp havent that calc:


        public int getBiomeGrassColor()
            double d0 = (double)this.getFloatTemperature();
            double d1 = (double)this.getFloatRainfall();
            return ((ColorizerGrass.getGrassColor(d1, d0) & 16711422) + 5115470) / 2;
         * Provides the basic foliage color based on the biome temperature and rainfall
        public int getBiomeFoliageColor()
            double d0 = (double)this.getFloatTemperature();
            double d1 = (double)this.getFloatRainfall();
            return ((ColorizerFoliage.getFoliageColor(d0, d1) & 16711422) + 5115470) / 2;

  2. lol sry ... dident know humidity is the rainfall, my english isent so perfect.

    did try

    biom.setTemperatureRainfall(2.0f, 0.0f);

    biom.setTemperatureRainfall(2.0f, 0.5f);

    biom.setTemperatureRainfall(2.0f, 1.0f);


    Thats the list for the Bioms (Original):

    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Ocean - Temp:0.5- Rainfall:0.5
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Plains - Temp:0.8- Rainfall:0.4
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Desert - Temp:2.0- Rainfall:0.0
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Extreme Hills - Temp:0.2- Rainfall:0.3
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Forest - Temp:0.7- Rainfall:0.8
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Taiga - Temp:0.05- Rainfall:0.8
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Swampland - Temp:0.8- Rainfall:0.9
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] River - Temp:0.5- Rainfall:0.5
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Hell - Temp:2.0- Rainfall:0.0
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Sky - Temp:0.5- Rainfall:0.5
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] FrozenOcean - Temp:0.0- Rainfall:0.5
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] FrozenRiver - Temp:0.0- Rainfall:0.5
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Ice Plains - Temp:0.0- Rainfall:0.5
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Ice Mountains - Temp:0.0- Rainfall:0.5
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] MushroomIsland - Temp:0.9- Rainfall:1.0
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] MushroomIslandShore - Temp:0.9- Rainfall:1.0
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Beach - Temp:0.8- Rainfall:0.4
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] DesertHills - Temp:2.0- Rainfall:0.0
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] ForestHills - Temp:0.7- Rainfall:0.8
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] TaigaHills - Temp:0.05- Rainfall:0.8
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Extreme Hills Edge - Temp:0.2- Rainfall:0.3
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] Jungle - Temp:1.2- Rainfall:0.9
    2013-12-11 20:54:26 [iNFO] [cherry_realweather] JungleHills - Temp:1.2- Rainfall:0.9

    DesertHills have 2.0f, 0.0f ... but that will dont work for some bioms and with a try n catch block, i cant get the Bioms what give me that exception, couse its a render method at client side

  3. Hey,

    in my RealWeather mod I have a problem, the maximum Temperature in minecraft is 2.0f but then i wana set ALL biomes to that value, its crash with:

    java.lang.ArrayIndexOutOfBoundsException: -255 at net.minecraft.world.ColorizerGrass.getGrassColor(ColorizerGrass.java:25)


    I need to set the Temperature so high for support the EnviroMine Mod, its check the Temperature.

  4. 1st of all: Why would you want to use XML? It's one of the worst formats ever invented IMO.

    But of course you can use external libs with forge.


    I need to call a external API, I parse it at the moment manual, but that isent rly conform...

    So I can just add the libs and compile my work normally? Nothing special to do?


  5. Hi


    Yeah it's always easy once you know the answer! :-)  I pulled that from some of my own code, not sure where I got it from originally.  Forge is a bit like that sometimes.  Half the problem is finding the stuff that you don't even know should be there.




    IMO is forge a bit confused ... I did need help for changing the weather ... in Bukkit was this rly easy, but here its sometimes ... sure that compatibility to server-client and mods with another mods are fine. But to code with the forge API ... that is sometimes a bit stressful

  6. Hi


    You need to add this method to your TickHandler to tell it that you want SERVER ticks


      public EnumSet<TickType> ticks()


        return EnumSet.of(TickType.SERVER);



    It's probably a good idea to add a check of the type to your tickStart as well, in case you want to add other ticks later', eg



        if (!type.contains(TickType.SERVER)) return;



    Thx! But one question .. how can you know that? I did search in the internet and here in the forum ~ 30 min ....

  7. Forge is confused ...

    I have a Class with ITickHandler and Register that in my load:

    public void load(FMLInitializationEvent event) throws Exception {				
           TickRegistry.registerTickHandler(new TickHandler(), Side.SERVER);


    public class TickHandler implements ITickHandler
    public void tickStart(EnumSet<TickType> type, Object... tickData) {


    But nothing happen ...

    I did program for 2 years with bukkit ... and this was easier ... must I say ... :(

  8. CommandWeather is hard to find ? try our latest product of the most mind-blowing technology: the "Search" tool.

    Can't believe it ? the first trillion uses is free of charge, every day of the month till the end of time :P


    Our company won't be responsible for any damage done to your brain when using our product.


    there can i search well in the javadoc? i did download it, but on that html site, i am rly lost ....

  9. God ... the base funktions from my RealWeather is to 90% finish and i cant find the setWeather method .... (for set it rain, sun, storm)

    Did look at MinecraftServer, World, WorldManager, WorldServer, WorldServerMulti, WorldSettings ... but i find only the weatherEffects method ...


    So a simple Command ... and so hard to find? ...

  10. have now the same problem, linux mint 16 64bit


    deekay@stand-pc ~/Downloads/forge $ ./install.sh 
    ================ Forge ModLoader Setup Start ===================
    MCP Detected already, not downloading
    Setting up MCP
    Patching commands.py
    patching file commands.py
        Commands patch applied successfully
    Copying FML conf
    Creating Repackaged data
        Creating re-packaged srg
        Creating re-packaged exc
        Creating re-packaged MCP patches
    Traceback (most recent call last):
      File "install.py", line 76, in <module>
        decompile=options.decompile, gen_conf=False)
      File "install.py", line 17, in fml_main
      File "/home/deekay/Downloads/forge/fml/fml.py", line 1013, in decompile_minecraft
        pre_decompile(mcp_dir, fml_dir, disable_assets=disable_assets)
      File "/home/deekay/Downloads/forge/fml/fml.py", line 1061, in pre_decompile
        download_minecraft(mcp_dir, fml_dir)
      File "/home/deekay/Downloads/forge/fml/fml.py", line 1125, in download_minecraft
        failed = download_libraries(mcp_dir, version_json['libraries'], mc_info['natives_dir']) or failed
      File "/home/deekay/Downloads/forge/fml/fml.py", line 1181, in download_libraries
        headers = get_headers(url)
      File "/home/deekay/Downloads/forge/fml/fml.py", line 173, in get_headers
        response = urllib2.urlopen(HeadRequest(url))
      File "/usr/lib/python2.7/urllib2.py", line 127, in urlopen
        return _opener.open(url, data, timeout)
      File "/usr/lib/python2.7/urllib2.py", line 410, in open
        response = meth(req, response)
      File "/usr/lib/python2.7/urllib2.py", line 523, in http_response
        'http', request, response, code, msg, hdrs)
      File "/usr/lib/python2.7/urllib2.py", line 448, in error
        return self._call_chain(*args)
      File "/usr/lib/python2.7/urllib2.py", line 382, in _call_chain
        result = func(*args)
      File "/usr/lib/python2.7/urllib2.py", line 531, in http_error_default
        raise HTTPError(req.get_full_url(), code, msg, hdrs, fp)
    urllib2.HTTPError: HTTP Error 403: Forbidden

  11. When I get home I'll try to look into what the place to do this was, maybe someone else pops inn and answers it before that but in the mean time it would be helpful to know which programming skill level you are at. Are you familiar with working with open gl or rendering from other projects?


    No not really ... I program at work with Ruby / Ruby on Rails, did learn C# much and a bit C++.

    But open gl isen't my, did program a little 2D Game with XNA .. but that isen't rly hard


    EDIT ---

    I think with base classes it isent hard to get work or? Anyway must be a code like that or not?:



    But then i will find it ... I have no idea to code it, course i did look for a solution to modifies Base classes, but its a bit ... confused

  12. @op, the code described by yagoki will not overburden your server,even with a small server, even calculated every tick is NOTHING compared to what vanilla minecraft has to do every tick, its safe to assume you could do this every tick because if you do it every 5 minute you will have weird result when the time is near dawn/dusk (the time will seem to "jump" back)


    That isen't a problem, i calculate the exact modular value and i have to do this now to 100% couse i wana add a sunrise & -set configure and this calc need rly much perform.

    Thats my calc for the modular atm (in ruby, couse i havent Java installed on work ^^):


    class Egal
    attr_accessor :time
    attr_accessor :count
    def initialize
    	@time = 0
    	@count = 0
    	@current_modul = 0
    	hour1 	= 6.0
    	min1	= 35.0
    	hour2	= 18.0
    	min2	= 51.0
    	@startTag	= (hour1 *60) + min1
    	@startNacht = (hour2 *60) + min2
    	tag = @startNacht - @startTag
    	nacht = (24*60) - tag
    	@modul_tag 	=  (tag*60*20)     / (tag/60*1000)
    	@modul_nacht = (nacht*60*20)   / (nacht/60*1000)
    	@sync_min = 5
    def tick(hourNow, minNow)
    	@count += 1
    	if(@count % (@sync_min*60*20)) then
    		@last_modul = @current_modul
    		now = (hourNow*60)+minNow			
    		@current_modul = (now > @startTag && now < @startNacht) ? @modul_nacht : @modul_tag
    	if((@count % @current_modul.round(0)) == 0)
    		@time += 1
    cl = Egal.new
    count = 0
    0.upto(23) do |std|
    0.upto(59) do |min|
    	1.upto(60*20) do |day_ticks|
    		cl.tick(std, min)
    p "TIME: #{cl.time}"


  13. surely you could just do something as simple as this




    register this on the server and client sides using the relevant proxies and proxy.registerTickHandlers() in your main class


    Sry but I think that isn't rly perform, then he do every tick a sync with the Systemclock and must calculate from this to MC Ticks.

    Then I can better slow-down the tick and Sync it every 5 Min.

    I have a 1Gb | 1Ghz VServer  there I wana get so much resource how I can :)

  14. Ok so I have to delete

    this.worldInfo.setWorldTime(this.worldInfo.getWorldTime() + 1L);

    in the WorldServer.tick() with ASM and add then my logic in a normal mod with a Tick Event, right?


    Btw think you that this is usefull?


    int count = 0;
    event onTick(){
    if((count % 72) == 0){
    	this.worldInfo.setWorldTime(this.worldInfo.getWorldTime() + 1L);		
    } else if(count >= 6000){
    	int hour = getTime().hours <= 5 ? getTime().hours + 18 : getTime().hours - 6;
    	this.worldInfo.setWorldTime((hour * 1000) + (getTime().minutes  * 1000/60));
    	count = 0;


  15. It has to be both sides. The server only updates the client time ever so often and in between the client interpolates the time changes. My way of doing this would be to just set the doDaylightCycle Gamerule to false and then update the time with a TickHandler however fast you want.


    Thats 1.6 only :(

    Need to mod it first for 1.5 couse all my used mods are 1.5

  16. Hi,


    i wana wirte a Realtime Mod.

    My idea is to slow down the timecycle and Sync the Time every 5min with the systemtime.

    I found that post: http://www.minecraftforum.net/topic/1415262-real-time-in-minecraft/#entry17275172

    This guy talk about a modify in the sources, but how can I override a basic method from MC without use Super?

    And how can I find the right method?

    Is this then a coremod or a basicmod?


    And the last question: Is is posibile to make a only serverside mod or must the "slow-down" timecycle be clientside?


    Edit: Wana make this mod for 1.5 and 1.6


    Edit2: Ok i saw it ... need to use this:


    Is this in 1.5 the same way?

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