Everything posted by Draco18s
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Custom Map for Custom World Type?
You are making no sense. Do you mean a map? A Dimension? Or a World?
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Shears in a block
if(someEntity instanceof EntitySheep) { EntitySheep aSheep = (EntitySheep)someEntity; }
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***TO ALL DEVS***
Even so, I'm pretty sure it's going to be monstrously huge. That and I highly doubt its going to catch on. Besides, if you want to produce something people will actually use, you might consider making it a desktop application, rather than an iPad one. Because how else are those poor schlubs without iphads supposed to use it? (If they're running Minecraft you already know they've got a PC!)
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Stupid, stupid question (memory saving)
Da fuk you need that much data for?
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***TO ALL DEVS***
I hope you're ready for an app that is several gigabytes in size. What with all the textures and GUI elements, example screenshots, and so on and so forth from every mod ever made.
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Cloudy Possible? (Rain without Rain)
No, it's called a new rendering class. I know it's possible, as Mystcraft has "overcast" weather which is what you're looking for. I just don't know how its done.
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Custom Map for Custom World Type?
It's called "ignore the random seed."
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Shears in a block
AABB is an AxisAlignedBoundingBox, yes. Think of an AABB as a volume of blocks that must be cuboid in shape: it has width, height, and depth, as well as location.
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Strange Biome Generation
256 and up won't work. Because the vanilla terrain generators deal with block IDs as a byte.
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Shears in a block
Try the parent class, BlockBasePressurePlate.
- Shears in a block
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Hex Color Picker in a GUI?
There is a way to do it that won't take "days" but it is math heavy. Essentially you'd have two loops (nested) that run from (0,0,0) to (hue1, hue2, hue3), depending on what the hue is (for red, it would be (255,0,0)). The other loop would run from those values over to (y,y,y) for the black-to-white gradient. Then you'd need a slider bar to change the hue value. (You'd want to look up HVS to RGB conversion algorithms).
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Shears in a block
Don't use onEntityWalking. It's flaky and you'd have to figure out how to determine powered status (and sending the redstone signal wouldn't do anything! You'd need the signal, then the walking!) Look at pressure plates instead. There's a world.getEntitiesInAABB function. You'll want to copy that and add it to the onNeighborBlockChanged function (or wherever you're getting your redstone activation at) and do your shearing inside there. Look at the sheers to see how they work.
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Why doesn't this onBlockActivated method work?
par5EntityPlayer.getCurrentEquippedItem().itemID == redDye.itemID
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[SOLVED] Tessellator - brightness problem
There's also Tessellator#setBrightness(int)
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Changing/Adding Seeds to Forge Server
Change server.properties
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What's up with creating IDs
Yes. They would. AND THEY SHOULD.
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Make a TileEntity render with a smaller bounding box?
What is your goal, here? What is the problem you are trying to solve?
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[SOLVED]Constantly updating class?
TickRegistry.registerTickHandler() ?
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[SOLVED]Constantly updating class?
If you want it to do anything, yes!
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Make a TileEntity render with a smaller bounding box?
Make the block's bounding box bigger.
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[SOLVED]Constantly updating class?
I love it when I can search the forums and find exactly what I need. public class TickHandler implements ITickHandler { @Override public void tickStart(EnumSet<TickType> type, Object... tickData) { if(type.equals(EnumSet.of(TickType.SERVER))) { onServerTick(MinecraftServer.getServer()); } } public void onServerTick(MinecraftServer server) { System.out.println("Tick"); } @Override public void tickEnd(EnumSet<TickType> type, Object... tickData) { } @Override public EnumSet<TickType> ticks() { return EnumSet.of(TickType.WORLD, TickType.SERVER, TickType.PLAYER); } @Override public String getLabel() { return null; } }
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[SOLVED]Constantly updating class?
Yes. It's called a tick handler.
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Can I do everything in my Mods? How?
Step 1: Knowing what you want to do. Step 2: Finding similar behavior and looking at its source. Step 3: Learning shit.
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onNeighborBlockChange -> activate block
Just use packet 250 in the way packet 250 was meant to be used. When your packet handler receives it, extract the data (the sign text), and apply it to YOUR block. The reason packet 130 doesn't work is because it doesn't find a sign at the position your block is at, so it fails to do anything.
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