Colened
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Everything posted by Colened
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How to prevent local changes from being overwritten
Colened replied to Colened's topic in ForgeGradle
Thank you for the information. I will check it out. Meanwhile, I would still like to know how to set custom mapping location for my own curiosity. -
How to prevent local changes from being overwritten
Colened replied to Colened's topic in ForgeGradle
Well I am not in the Discord server. Is the spreadsheet available on Forge maven and can it be downloaded through ForgeGradle? If so, what is the latest version? -
How to prevent local changes from being overwritten
Colened replied to Colened's topic in ForgeGradle
Isn't MCPBot still in 1.15? -
How to prevent local changes from being overwritten
Colened replied to Colened's topic in ForgeGradle
I am sorry but I am not familiar with ForgeGradle. When you say minecraft invocation do you mean mminecraft { mappings channel: 'snapshot', version: '20200514-1.16' runs { ... } } this section in build.gradle? If yes, how do I change mappings to use files from a custom location? -
I am developing a mod in 1.16. I heard that a new mapping system is being developed. Meanwhile I made some changes to .gradle/caches/forge_gradle/maven_downloader/de/oceanlabs/mcp/mcp_snapshot/20200514-1.16/mcp_snapshot-20200514-1.16.zip but it keeps getting overwritten whenever the project is built. Is there something I can do to build.gradle so my changes are not overwritten?
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I am currently working with 20200514-1.16 mappings and many methods are yet to be renamed so I am sorry if I am asking for something easy. How do I check if the given world is the overworld so I can attach the capability to the overworld only when AttachCapabilitiesEvent<World> is fired and how do I get the overworld when PlayerEntity is given?
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I am little confused with the term world in the context of code. Does it mean each dimension of the entire world? Can a capability attached to world through AttachCapabilitiesEvent<World> be access regardless of a player's current dimension using player.world.getCapability() ? If not, how do I use WorldSavedData in the latest version or achieve global data storage using capability?
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How to calculate motion from distance and height
Colened replied to Colened's topic in Modder Support
I also apologize if I sounded rude. Thank both of you. I guess I either have to try to come up with a quite complicated equation or just stick with trials and errors. -
How to calculate motion from distance and height
Colened replied to Colened's topic in Modder Support
I do know this is related to projectile motion. With trials and errors, I found that a vector of length 1.1 and an angle of 50 degrees almost result in what I want but when I plug those values in v^2 * sin(2 * θ) / g (as noted here) where v = 1.1, θ = 50 / 180 * 3.14 and g = 0.08, its result is larger than how much an entity moves in the game. I wanted to know if there is a specific equation that Minecraft uses or what are the values that Minecraft uses in the projectile motion not to be lectured for physics. -
How to calculate motion from distance and height
Colened replied to Colened's topic in Modder Support
Do you know how the velocity changes over time? I found this table on the wiki but I do not get how to interpret those values. -
I want an entity to draw a trajectory and move 5 blocks horizontally and 4 blocks vertically in a direction where a player is looking in the end. I have tried below, but the entity moved further and higher. Vector3d vector = player.getLookVec().normalize().mul(5, 1, 5); entity.setMotion(vector.x, 4, vector.z); How can I derive the motion from desired distance and height?