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Everything posted by Draco18s
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Cant get my textures to work please help if you can!
Draco18s replied to whaling123's topic in Modder Support
Not enough information. What is: Tutorial.modid -
Did you miss the part where I said that I specifically put code to update constantly and I still got vertical lines and traced it back to the packet handling code?
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This is exactly what happens. Surprisingly, 1.4.7 uses the biome grass color on the sides (using the color multipliers) where as in 1.5 does not. I discovered this when I created a mod block that used that color multiplier feature on all six sides, and when ported to 1.5, only the top face was multiplied.
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I know it's only when it's in their hands. It is, however, every tick when active. And as far as I can tell, those vertical lines come from the SERVER sending the packet data to the CLIENT. NOT the actual calculation. One of the map types I'm working on updates the map data every frame (that the player is holding it, obviously) regardless of the pixel's location on the map (as it's based on another entity's position) and it STILL draws in vertical lines.
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[Unsolved]Explosive Block Not rendering
Draco18s replied to SoBiohazardous's topic in Modder Support
I messed around with tweaking TNT at one point and had the same issue (using the TNT entity). Never did figure out what was up with it, but I couldn't get my block to do what I wanted it to either, so I abandoned that project. -
I'm not doing anything the base vanilla map code doesn't already do. You know how it updates the maps in vertical slices? Yeah, has nothing to do with spacing out figuring out what color the pixels needs to be to reduce lag. It's an artificial delay in sending the data from the server to the client.
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world.getBlockTileEntity(x, y, z)
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You will probably have to write your own renderer.
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It gets all OreDict entries. And by that I mean all of them. You could just get them and loop through to find the ones you need. Which is inefficient to be doing 50,000 times a tick. (50,000 is not an unreasonable estimate in my case. If anything it's conservatively low by a few powers of 10. A more accurate estimate would be 224, if I understand the map code correctly.) Edit: Ran a test, my custom map hits ~10,000 blocks per update on flat maps and almost 200,000 per update on a generic vanilla world (average ground height of 63). So less than I suspected, but the suspected value is probably pretty close to the worst-cast scenario.
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That gets all blocks that match a single name. And by single name I mean "oreCopper" (you have three installed: 1551, 21345, and 27000) not "ore" (you have iron, coal, copper, diamond...)
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How To Patch A Mod To Work With A Dif Mod?!?! [HELP]
Draco18s replied to snipermine's topic in Modder Support
The other two mods would need to have APIs and expose their game objects to you. If not, then you'll have to use your mod's config file to read in the values that the user says are the item values, and hope that they are truthful. -
world.setBlock(x, y, z, block, meta, 3); If that's not sufficient though, you can always schedule a block update manually. world.scheduleBlockUpdate(x, y, z, triggeringBlockID, numTicks);
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I just realized that it would be awesome if there was a way to "like" someones post because you thought it was funny or something. Because that made me laugh. Que?
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I just realized that it would be awesome if there was a way to "like" someones post because you thought it was funny or something. Because that made me laugh. Que?
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I ended up getting help from someone who'd done it before, but I didn't know where I'd get my answer first. But yes. That did it.
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I ended up getting help from someone who'd done it before, but I didn't know where I'd get my answer first. But yes. That did it.
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Entities, plural. The apostrophe does not mean what you think it means. Please do not abuse the English language.
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Entities, plural. The apostrophe does not mean what you think it means. Please do not abuse the English language.
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How would I go about retrieving all ores from the ore dictionary, given some partial string (e.g. "ore", "wood", "gem"). I don't want to use the resulting collection as a recipe, so don't point me at how to use the dictionary for recipes. I specifically need to know the block ID numbers of the various ores to compare them with the return from world.getBlockId(x, y, z) for determining if something special needs to occur. It's easy enough to do a by-hand tabulation of the vanilla ores, but I want my mod to also work with any other ore any other mod might add, without knowing the exact name of the ore.
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How would I go about retrieving all ores from the ore dictionary, given some partial string (e.g. "ore", "wood", "gem"). I don't want to use the resulting collection as a recipe, so don't point me at how to use the dictionary for recipes. I specifically need to know the block ID numbers of the various ores to compare them with the return from world.getBlockId(x, y, z) for determining if something special needs to occur. It's easy enough to do a by-hand tabulation of the vanilla ores, but I want my mod to also work with any other ore any other mod might add, without knowing the exact name of the ore.
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I don't wanna sound stupid or anything but i don't understand how my code is modloader? I got MCP setup with Forge and installed it with the 'Install.bat' I though that it was FML, when i start the 'startclient.bat' and 'startserver.bat' it says its running FML, just confused me a little i understand it says 'Modloader.' but i though it gets it from FML since i import it from here What Darknesschaos said, plus: ModLoader.addName(Knife,"Knife"); Knife.iconIndex = ModLoader.addOverride(...); ModLoader.addRecipe(...) Doing that with Forge looks like this: LanguageRegistry.addName(Knife,"Knife"); GameRegistry.registerItem(Knife,"Knife"); Knife.iconIndex = //stuff I've forgotten since I moved away from 1.4.x GameRegistry.addShapedRecipe(...)
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I don't wanna sound stupid or anything but i don't understand how my code is modloader? I got MCP setup with Forge and installed it with the 'Install.bat' I though that it was FML, when i start the 'startclient.bat' and 'startserver.bat' it says its running FML, just confused me a little i understand it says 'Modloader.' but i though it gets it from FML since i import it from here What Darknesschaos said, plus: ModLoader.addName(Knife,"Knife"); Knife.iconIndex = ModLoader.addOverride(...); ModLoader.addRecipe(...) Doing that with Forge looks like this: LanguageRegistry.addName(Knife,"Knife"); GameRegistry.registerItem(Knife,"Knife"); Knife.iconIndex = //stuff I've forgotten since I moved away from 1.4.x GameRegistry.addShapedRecipe(...)