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Forstride

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Posts posted by Forstride

  1. Meant to reply before, but I forgot.  Anyway, I like most of these ideas, especially number 6.  There would be a lot of problems with it though, and most people would probably hate it.

     

    I actually did add the pixies thanks to your suggestion though.  They aren't as fancy as Twilight Forest's fireflies, but I think they're still pretty cool.

     

    The first two suggestions are also things I'd like to add, but you teleport instantly when you enter the Promised Land portal, so it wouldn't really work right.  And with golden apple trees, assuming the leaves are golden, it'd just be another thing making the Promised Land too similar to the Aether mod.  I mean, quite a few things are already inspired by it, but I don't want to go too far.

     

    As for dungeons, the Promised Land is supposed to be a peaceful place, so having challenging things would be a bit out of place.

  2. Not yet.  I've been trying to think of things to add that make it feel more like an actual dimension than just some empty area with floating islands.

     

    The latest thing I added were birds, which only appear in the Promised Land, and I want to make it so you can tame them.  I plan on adding more mobs, as well as structures, but it's just a question of what, exactly.

     

    If you have any suggestions, feel free to post them in the suggestions section on here.

  3. We have plans for new merchants that you'll be able to buy biome-specific materials from, like flowers, plants, saplings, and so on.  That should hopefully make it easier to get certain things that would otherwise require extensive exploration.

  4. If you would like to give a donation via PayPal, feel free to do so with the button below. Your name (Or whatever you specify in the donation note) and donation amount will be listed below (You can ask to not have it listed in the donation note, if you'd like).

     

    knfJQDZ.png

     

    List of donators:

     

    eanataw - $125

    AlienSamuraiNewt - $50

    Peerko - $20

    Robert Brown - $20

    Shadefox - $20

    12 Drawers - $10

    Jordan Sepal - $5

  5. I do think coral should have some use, but with it being so common in the Coral Reef, I can't really use it for a weapon or something like that, unless it's combined with a rare item.

     

    Coral blocks could work.  We could do bricks and stairs and whatnot for it as well.

  6. They have a chance of giving you a good buff.  Fruit Salad gives Haste, Veggie Salad gives Health Boost, and Shroom Salad gives Jump Boost.  They don't heal much because of that, otherwise it'd be too unbalanced.

  7. Just tried that now, and it's getting called, but it won't activate the achievement:

     

    if (item.itemID == glowFlower.blockID)
                {
                	player.addStat(achFlower, 1);
            System.out.println("Flower Child Achievement");
                }

     

    I tried making it so other achievements would be the "base" achievement, but they wouldn't activate either.  Completely stumped here.  :/

  8. It's handled in another class:

     

    public class AchievementPickup
    {
    private ItemStack pickupItemStack;
    
    @ForgeSubscribe
    public void EntityItemPickupEvent(EntityItemPickupEvent event)
    {
    	mod_BiomesOPlenty.onItemPickup(event.entityPlayer, event.item.func_92014_d());
    }
    }

     

    My mod was originally a ModLoader mod, and someone ported it to Forge for me, so that's how they did it.  It worked fine until now, so like I said, it has to be something with having them in a separate achievement page.

  9. Alright, so basically, I can't get custom achievements in my mod to activate upon picking up certain items.  It's been working fine, but today, I decided to create a separate achievement page for them.

     

    The achievements show up in the page just fine, but I can't get them to activate at all.  I have a "base" achievement that you have to get before you can get any other achievements (Like the vanilla achievement for opening your inventory).  To get it, you have to pick up a flower.  It worked before I moved it to the separate page like I said, but now it won't.

     

    Here's the declaration of the achievement:

     

    achFlower = (new Achievement(3047, "achFlower", 0, 0, Block.plantRed, (Achievement)null)).setIndependent().registerAchievement();

     

    And how it gets activated:

     

    public static void onItemPickup(EntityPlayer player, ItemStack item)
       {
           if (item.itemID == glowFlower.blockID)
           {
               player.addStat(achFlower, 1);
            }
       }

     

    I have another class that handles the rest of the pickup stuff, but that's not important.  I'm not sure why this won't work, but it has something to do with the switch to a separate achievement page.

  10. Alright, so basically, I'm trying to change which biomes spawn villages in my mod.  Now, apparently this should be correct (According to ScottKillen, one of the developers of ExtraBiomes XL):

     

    BiomeManager.addVillageBiome(arctic, true);

     

    Placed in my mod_ file, and repeated with each biome that is supposed to generate villages in them.  It compiles without error, but I'm not seeing villages anywhere.  I've flown around multiple maps for roughly 10 minutes each, with only the biomes that have villages being generated, but still nothing.

     

    Am I doing something wrong?  I'm still fairly new to Forge, so forgive me if it's a simple mistake.

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