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Set random metadata for blocks on load?
Thanks, I will take a look at the event. I potentially have another way of achieving what I'm trying to do but I have one issue. How do I reference 'the world' in a Block class? I'm trying to retrieve the chunk in which a block exists using this line : @Override public int getBlockTexture(IBlockAccess iBlock, int x, int y, int z, int side) { Chunk chunk = Chunk.worldObj.getChunkFromBlockCoords(x,z); However 'Chunk.worldObj' throws up the error “Cannot make a static reference to the non-static field Chunk.worldObj” Suggestions?
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Set random metadata for blocks on load?
I'm using metadata to give grass blocks a random texture index. So far I've managed to get this working using 'onBlockAdded'. However I would need the metadata value to be given to existing blocks in the world ( when world is loaded?) , not just ones that are added. How would I go about doing this, or is there another approach I can take?
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3 simple ( hopefully ) questions from a beginner.
Something that just popped into my head that would also like to know - if my mod replaces vanilla block with a custom one ( via chunk generation for example ), what happens when the mod is unloaded? do any maps generated with the mod enabled no longer work correctly??
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3 simple ( hopefully ) questions from a beginner.
Ok, so I've explored further and I'm not entirely sure the tile entity is appropriate. I should of explained a bit more of what I'm trying to do : The blocks I'm trying to give random textures to are the ones that make up the world already, not a block I'm adding to the world. For example I would like to have multiple texture indexes ( randomised ) for the top face of the grass block. 'onBlockPlacedBy' only seems to be called when actually putting a new block into the world, I need to modify blocks that already exist. Due to the number of grass blocks I have the feeling that making them all tile entities will be an excessive cost.
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3 simple ( hopefully ) questions from a beginner.
Perfect, many thanks. I feel like a door has been opened
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3 simple ( hopefully ) questions from a beginner.
Great, you are being very helpful thanks. If you don't mind could you expand a bit on 'onBlockPlacedBy() function and saving it in a tile entity'. I literally started with forge a couple of days ago and have little knowledge ( growing steadily ) on where and how to implement certain functions.
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3 simple ( hopefully ) questions from a beginner.
Thanks for the quick reply. I will have a look at implementing this. One question though, why does it use playerAngle to determine a direction? isn't the playerAngle always changing as the player moves? or am I missunderstanding what it is? Also do you have any ideas for the other questions from OP? Thanks.
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3 simple ( hopefully ) questions from a beginner.
Hi gents / ladies, I'm trying to expand my minecraft editting capabilities from just texturing so I've started tinkering around with forge. I've managed to get some of what I want working but I have 3 questions and would be grateful if anyone could provide answers. 1. How do you override the default blocks to use a custom one. e.g blockgrass becomes doku_grass when mod is running. ( currently I'm replacing the block declaration in Block.java but would like to not modify existing code if possible ) 2. How do you ( can you? ) rotate a texture index for the side of a block by say 90degrees. 3. How do you randomise a texture index for a block side. - When I tried this it initially worked, however everytime any block in the current chunk was modified the randomisation was re-applied which obviously is crap . Thanks in advance doku.
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