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Jwosty

Forge Modder
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Everything posted by Jwosty

  1. It probably is being excecuted once on the server and once on the client, just like onBlockActivated does. Try checking for !world.isRemote : if its true (eg running on the server), run you code.
  2. This is a mod I've been working on for a while now at a _very_ leisurely pace (I have a life!) and it's very early in development -- so it probably won't be complete for several Minecraft versions. So, this mod will include 2 main game-changing features around the theme of bending the minecraft world -- a fully-functional Stargate, and the ability to build structures that are bigger on the inside using Time Lord tech (like the TARDIS). Yes, you read that right. Additionally, there will be a special device that teleports entire structures (groups of blocks) between chunks, as well as changing the time of day (simulating the time-travel effect), which would allow you to build your very own version of the TARDIS. Details: The Stargate This is the feature that I'm working on first -- and it's getting along pretty nicely. Like the TV series, each stargate has an address, which is a series seven symbols, combined from the 39 possible symbols. Instead of pointing to a planet, it points to a specific chunk. If there's a stargate in that chunk, you can "dial" it from another stargate, and a one-way stable wormhole will connect the two. I'm also planning on having ancient ruins, each with a stargate and lots of treasure; however, some will have a list of stargate addresses to other ruins. The TARDIS Taken shamelessly from the Doctor Who franchise, Time Lord tech will allow you to build structures bigger on the inside -- it could look like a humble mud hut from the outside, but when you look through the door, it's a haughty mansion. Additionally, there will be a device that teleports an entire structure to somewhere inside a specific chunk, mirroring the 2nd main feature of the Doctor's ride. Here's a brief list of what I've done so far and what I'm planning on: - A coordinate system for the stargate (7-symbol addresses made up of 39 possible symbols) Complete - The fully functional stargate itself: WIP - Transport rings: Complete - Ancient ruins: WIP - More Stargate tech, like staff weapons, trinium tools, and naquadah-fueled generators: Not started - Time Lord tech: Not started - A device to teleport structures into somewhere inside a given chunk: Not started In its current state, it is not fully functional on the dedicated server yet, but it will not crash it. Decorative blocks, anyone? Downloads (Forge required) 0.3.0_alpha 1.7.10 0.2.0_alpha 1.7.10 1.7.2 0.1.0_alpha 1.7.2 Screenshots (placeholder textures) The DHD GUI of a stargate dialed out An inactive Stargate An active Stargate 2 linked transport rings about to swap inner blocks and entities This is an open source project, so go ahead and fork it. Or star it. Or watch it. Or something. https://github.com/j...ceDistortionMod
  3. Well thanks anyway! anyone else got any ideas?
  4. Hmm... Well when I add the if statement, it no longer runs at all and the method is being called from a custom GUI instance, so shouldn't it be excecuting client-side anyway?
  5. Do you mean only modify them from the server (that's what your code indicates)? If so, how can I do this immediately after exiting a GUI?
  6. I've been trying to get my mod to place blocks (using things like the Nether portal code for reference), and it seems to work. But when I reload the world, they're gone! I speculate that it's not sending the information to the server... Here's the process I use: world.editBlocks = true; world.setBlockWithNotify(x, y, z, Block.stone.blockID); world.editBlocks = false; I've even seen some vanilla code that doesn't do the whole world.editBlocks thing -- in fact, most of it doesn't! But in any case, I just can't get this to work... Please help!
  7. Ah, figured it out. If true, it won't place the item or block where the user clicked; otherwise it will.
  8. Simple question; what's the return value Block#onBlockActivated signify? By default, it's always false but I looked at two examples of it being used (https://github.com/BuildCraft/BuildCraft/blob/ac3db7f7bd2329d8e670754f2e1521d2600cb530/common/buildcraft/factory/BlockTank.java and http://www.minecraftforge.net/wiki/Containers_and_GUIs) and they both return true or false depending on.... not sure what. Is it actually important?
  9. Hmm, just realized that the issue might be that I'm using 1.4.7... I'm currently updating though!
  10. Hmm... I just tried this but it still treats it as a whole texture sheet and doesn't animate it. I've got the .txt file (it's named correctly); is this all I need or do I need to do something else as well to tell it it's an animated vertical sheet?
  11. Trivial question, but how do you animate block textures? I've seen a few other threads on this, but the answers aren't definitive or aren't on the thread at all. I've figured out about the TextureFX, but for one thing, where do you even tie a specific instance with your block? Peeking around in the vanilla code that uses this seems like you don't... Please help!
  12. Just realized that you have to use the results from reobfuscate.sh... Got it working now
  13. I'm writing a Forge mod, and all goes well when I run it in eclipse, but I want to give it to some friends so they can test it out. I've tried to install it on a clean FML installation, and it actually tries to load the mod but fails with a java.lang.NoClassDefFoundError for the first custom block I tried to load. As far as I can tell, there doesn't appear to be anything wrong when compared to other mods in zip/jar format... Any ideas as to what is happening here?
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