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RaustBD

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Everything posted by RaustBD

  1. I notice in the tutorial for upgrading to Forge in 1.3 that the package for various things like proxies and such is a custom-made one for that mod. Is this necessary, Where would I put this folder, and would I put everything in it?
  2. Well there's still the issue of how I'd get it to spread from fire blocks without editing base classes...
  3. Basically, what I wanted to do was make it so that the player took suffocation damage from open flames in areas not exposed to the sky. I suppose I could just make the game randomly inflict suffocation damage on the player using an ontick or something, though this would certainly be nicer...
  4. Hey, does Forge currently support alternate conditions for suffocation besides being in water? See, I have a very minor, not-officially-released mod that would greatly benefit from being able to make the player start suffocating under alternate conditions. Am I in luck?
  5. The class IS already edited. They're instantiated in entityliving, where all the handler hooks are
  6. Hm... should I update the title and OP with the revision proposed by overmindDL1?
  7. Yeah... But that's a bit off topic. Back on topic: What do you think of this hook?
  8. I have no problems with that, though I'd have to discuss it with Lil' Avi, she authored part of it.
  9. Also, I think it would be good if somebody made the AITasks in entityliving public instead of protected while they're at it, just to make things simpler for adding tasks.
  10. That would indeed suit my needs, the needs I described for others, and many more besides. I like it!
  11. Hey guys. So, after a lot of thought, I've decided to use Forge for Doggy Talents, and there is one hook that I feel would be extremely useful, not just for me, but for others as well: An On-Load handler, which would execute script whenever an entity is first loaded, whether that be when you re-load a save game, when it naturally spawns, or when a spawner conjures it, etc. One of the biggest advantages to this would be the ability to add AI tasks to vanilla entities exactly once with little hassle. Basically, at the point where the targeting, swimming, attacking, etc. tasks are added to the entity on startup, I'd like to be able to add my own tasks to that list, so that, for example, creepers could be afraid of other entities besides cats, or zombies could be made to hunt down things besides players and villagers, such as allied entities/pets. This would be extremely useful to modders because AI tasks are ludicrously specific in their scope, and will pretty much ignore non-mod features entirely. Zombies have a task for chasing players, a task for chasing villagers, a task for damaging players on contact, and a task for damaging villagers on contact. Because the AI is so specific, these are literally the only things zombies are capable of attacking, which makes various allied entities overpowered in a non-fun way. Furthermore, unless it extends the entityOcelot class, nothing can scare a creeper, even if it's clearly a domesticated feline. These are just a few examples, I feel the utility of this hook would certainly be worth the effort to implement.
  12. I've just installed forge to my development environment for modding, and I've encountered a strange set of errors that didn't happen when I just used ModLoader: The first two warnings strike me as odd because I haven't added anything that uses them yet. The last one doesn't seem to be correct, as here's what I have for the method in question: The nosuchfieldexception is clearly thrown there. Anybody have any idea what's going on?
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