
Everything posted by Dragonisser
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[Solved] [1.8] Biome Topblock Not Working.
this.topBlock = CMContent.cobaltgrass.getDefaultState();
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Water loads Chunks
ugh, your right. Totally forgot that. It seem to spread again. I gonna reply again if it works on the server.
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Water loads Chunks
I tried it with the coordinates of the block and then with the coordinates of the block that is in the range to replace.
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Water loads Chunks
Hmm, it simply says false the whole time, even though standing at the position.
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Water loads Chunks
Hmm, is there any way to prevent the loading of the chunks, so the water doesnt spread any further?
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Water loads Chunks
Could someone explain me why my custom water loads chunks? At the updatetick method it checks if the vanilla water is next to it and replaces it with itself. Curretnly it loads every chunk while doing this and replaces everything. You can see what i mean on my Dynmap. I never went to the dark blue area. http://prwh.de:8125/?worldname=world&mapname=flat&zoom=3&x=669&y=64&z=478 package cobaltmod.main.blocks; import java.util.Random; import cobaltmod.entity.EntityBlueSlime; import cobaltmod.entity.EntityCobaltGuardian; import cobaltmod.entity.EntityCobaltZombie; import cobaltmod.main.api.CMApiReplace; import cobaltmod.main.api.CMContent; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.entity.Entity; import net.minecraft.entity.item.EntityItem; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Blocks; import net.minecraft.item.ItemStack; import net.minecraft.util.DamageSource; import net.minecraft.util.IIcon; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import net.minecraftforge.fluids.BlockFluidClassic; import net.minecraftforge.fluids.Fluid; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class BlockDarkWater extends BlockFluidClassic { public static BlockDarkWater instance; @SideOnly(Side.CLIENT) protected IIcon stillIcon; @SideOnly(Side.CLIENT) protected IIcon flowingIcon; public BlockDarkWater(Fluid fluid, Material material) { super(fluid, material); } @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister register) { stillIcon = register.registerIcon("mod_cobalt:darkwater_still"); flowingIcon = register.registerIcon("mod_cobalt:darkwater_flow"); } @Override public IIcon getIcon(int side, int meta) { return (side == 0 || side == 1)? stillIcon : flowingIcon; } @Override public boolean canDisplace(IBlockAccess world, int x, int y, int z) { if (world.getBlock(x, y, z).getMaterial().isLiquid()) return false; return super.canDisplace(world, x, y, z); } @Override public boolean displaceIfPossible(World world, int x, int y, int z) { if (world.getBlock(x, y, z).getMaterial().isLiquid()) return false; return super.displaceIfPossible(world, x, y, z); } public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity) { super.onEntityWalking(par1World, par2, par3, par4, par5Entity); if(par5Entity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer)par5Entity; ItemStack[] armor = player.inventory.armorInventory; if(armor[0] != null) { if(armor[0].getItem() == CMContent.cobaltboots && armor[1].getItem() == CMContent.cobaltlegs && armor[2].getItem() == CMContent.cobaltplate && armor[3].getItem() == CMContent.cobalthelmet) { return; } } } if(par5Entity instanceof EntityItem) { return; } if(par5Entity instanceof EntityCobaltZombie) { return; } if(par5Entity instanceof EntityCobaltGuardian) { return; } if(par5Entity instanceof EntityBlueSlime) { return; } par5Entity.attackEntityFrom(DamageSource.magic, 0.5F); } @Override public void updateTick(World world, int x, int y, int z, Random rand) { int quantaRemaining = quantaPerBlock - world.getBlockMetadata(x, y, z); int expQuanta = -101; // check adjacent block levels if non-source if (quantaRemaining < quantaPerBlock) { int y2 = y - densityDir; if (world.getBlock(x, y2, z ) == this || world.getBlock(x - 1, y2, z ) == this || world.getBlock(x + 1, y2, z ) == this || world.getBlock(x, y2, z - 1) == this || world.getBlock(x, y2, z + 1) == this) { expQuanta = quantaPerBlock - 1; } else { int maxQuanta = -100; maxQuanta = getLargerQuanta(world, x - 1, y, z, maxQuanta); maxQuanta = getLargerQuanta(world, x + 1, y, z, maxQuanta); maxQuanta = getLargerQuanta(world, x, y, z - 1, maxQuanta); maxQuanta = getLargerQuanta(world, x, y, z + 1, maxQuanta); expQuanta = maxQuanta - 1; } // decay calculation if (expQuanta != quantaRemaining) { quantaRemaining = expQuanta; if (expQuanta <= 0) { world.setBlock(x, y, z, Blocks.air); } else { world.setBlockMetadataWithNotify(x, y, z, quantaPerBlock - expQuanta, 3); world.scheduleBlockUpdate(x, y, z, this, tickRate); world.notifyBlocksOfNeighborChange(x, y, z, this); } } } // This is a "source" block, set meta to zero, and send a server only update else if (quantaRemaining >= quantaPerBlock) { world.setBlockMetadataWithNotify(x, y, z, 0, 2); } // Flow vertically if possible if (canDisplace(world, x, y + densityDir, z)) { flowIntoBlock(world, x, y + densityDir, z, 1); return; } // Flow outward if possible int flowMeta = quantaPerBlock - quantaRemaining + 1; if (flowMeta >= quantaPerBlock) { return; } if (isSourceBlock(world, x, y, z) || !isFlowingVertically(world, x, y, z)) { if (world.getBlock(x, y - densityDir, z) == this) { flowMeta = 1; } boolean flowTo[] = getOptimalFlowDirections(world, x, y, z); if (flowTo[0]) flowIntoBlock(world, x - 1, y, z, flowMeta); if (flowTo[1]) flowIntoBlock(world, x + 1, y, z, flowMeta); if (flowTo[2]) flowIntoBlock(world, x, y, z - 1, flowMeta); if (flowTo[3]) flowIntoBlock(world, x, y, z + 1, flowMeta); } // if (!world.isRemote) { // for (int l = 0; l < 2; ++l) { // // int i1 = x + rand.nextInt(3) - 1; // int j1 = y + rand.nextInt(5) - 3; // int k1 = z + rand.nextInt(3) - 1; // // Block spreadable = world.getBlock(i1, j1, k1); // // if (world.getChunkFromBlockCoords(x, z).isChunkLoaded) // { // if (world.getBlock(j1, y - 1, k1) != CMContent.cobaltgrass) // { // if (CMApiReplace.map.containsKey(spreadable)) // { // world.setBlock(i1, j1, k1, CMApiReplace.map.get(spreadable)); // } // } // // } // // } // } } }
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Check if player placed this block
I need it for the normal stone, so the player doesnt receive the extra item, when he mines the placed block again. I guess the nbttag is the best method for that.
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Check if player placed this block
Is it possible to check if the player placed the certain block hes mining currently? The leaves does something similar, so they doesnt decay, if a player placed them. My guess was nbttags.
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[1.7.10] Opening Achievement Page causes Crash...
Or one of your items is null.
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Vec3
It's not directly the player look vector, but you can stuff like this with the normal Vec3. https://bitbucket.org/Dragonisser/cobaltmod/src/2e23e3b1a547b37c59234d4725bef14b7af1a1f2/cobaltmod/entity/EntityCobaltGuardian.java?at=master#cl-288
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[1.7.10]Redstone Detection
https://bitbucket.org/Dragonisser/cobaltmod/src/2e23e3b1a547b37c59234d4725bef14b7af1a1f2/cobaltmod/main/blocks/BlockBouncyCobalt.java?at=master Take a look at this. There some methods unnecessary, but i guess you can figure this out.
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Dimension issues
Here you can take a look ^^ https://bitbucket.org/Dragonisser/cobaltmod/src/2e23e3b1a547b37c59234d4725bef14b7af1a1f2/cobaltmod/world/dimension/?at=master
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1.7.10 Need help with simple custom door. Want to extend from blockDoor.
The block: https://bitbucket.org/Dragonisser/cobaltmod/src/2e23e3b1a547b37c59234d4725bef14b7af1a1f2/cobaltmod/main/blocks/BlockCobaltDoor.java?at=master The item: https://bitbucket.org/Dragonisser/cobaltmod/src/2e23e3b1a547b37c59234d4725bef14b7af1a1f2/cobaltmod/main/items/ItemCobaltDoor.java?at=master The initilization is the same as normal. If you still have problems, im here and the guy above me too
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[SOLVED][1.7.10] Detect if event.entity is mc.thePlayer?
You could try something like that. It works perfectly on client/server https://bitbucket.org/Dragonisser/cobaltmod/src/2e23e3b1a547b37c59234d4725bef14b7af1a1f2/cobaltmod/main/items/ItemWindAxe.java?at=master#cl-53
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[1.7.10]How to make two block high plants
You dont really need to make the upper block emit the light (Simply let the block you are placing emit the light. particles could also be done, if you check, if its the upper part of the plant(or torch)) When i get home, i will take a look at the DoublePlant and try to help you ^^
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[Solved] .addVelocity() doesnt seem to work without getting damaged
Thanks alot, that was the problem
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[Solved] .addVelocity() doesnt seem to work without getting damaged
public void spawnShockWave() { //System.out.println("Spawned"); if (this.worldObj.getClosestVulnerablePlayerToEntity(this, 10.0D) != null) { EntityLivingBase entityplayer = (EntityLivingBase) this.worldObj.getClosestVulnerablePlayerToEntity(this, 10.0D); double x = Math.sin(entityplayer.rotationYaw * Math.PI / 180) * 1.0D; double z = Math.cos(entityplayer.rotationYaw * Math.PI / 180) * 1.0D; double y = 1.0D; //System.out.println(entityplayer); double d = Math.random(); if (d < 0.2) { //System.out.println("PUSH"); entityplayer.addVelocity(x, y, z); } } } Well this is my attempt to push the player away from a certain entity. https://bitbucket.org/Dragonisser/cobaltmod/src/2a6e45c02444af95fc11af6b881cea78c633b164/cobaltmod/entity/EntityCobaltGuardian.java?at=master#cl-230 It gets called where //System.out.println("FIREBALL 2"); is written.(Old code, thats why it isnt written there ^^) But nothing happens. I use the same at my windaxe: https://bitbucket.org/Dragonisser/cobaltmod/src/2a6e45c02444af95fc11af6b881cea78c633b164/cobaltmod/items/ItemWindAxe.java?at=master#cl-119 I also tried to use EntityPlayer. I even get the variables like - entityplayer.rotationYaw - entityplayer but nothing happens to me. I added right now this "entityplayer.attackEntityFrom(DamageSource.cactus, 0.1F);" under .addVelocity() and suddenly i get thrown away. Does someone knows why it only works when i get damaged? Or did i make a stupid mistake ?
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[1.7.2] Increase player speed
This is of/from coolAlias http://www.minecraftforge.net/forum/index.php?topic=20806.20 And how i used it. Just an example
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HELP: Creating Item Cooldown[SOLVED]
There you go ^^ https://bitbucket.org/Dragonisser/cobaltmod/src/178c28c1f444b11466696e40bcbfb0f8978acf76/cobaltmod/items/ItemWindAxe.java?at=master
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[1.7.10]Adjusting the speed a fluid pushes a player
Its 32x1024 Look at water_flowing and water_still ^^
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isItemValidForSlot()
You could also made it into the slot directly https://bitbucket.org/Dragonisser/cobaltmod/src/178c28c1f444b11466696e40bcbfb0f8978acf76/cobaltmod/gui/SlotBackpack.java?at=master
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Spawning plants
Do it like that: // Worldgenerator Registration GameRegistry.registerWorldGenerator(new WorldGenerator(), 1); and put it in the init or even post-init
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[1.7.2] Entity drops Block instead of item ( HELP ) ( UNSOLVED )
uhm how do i do that can you compelte the code ? i have no idea what to do, you can use any block this.dropItem(Item.getItemFromBlock(mod.block, 1)); This should do it ^^
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[1.7.10]Adjusting the speed a fluid pushes a player
I got this: https://bitbucket.org/Dragonisser/cobaltmod/src/178c28c1f444b11466696e40bcbfb0f8978acf76/cobaltmod/blocks/BlockFluidDarkWater.java?at=master and this in the main: @SubscribeEvent @SideOnly(Side.CLIENT) public void textureHook(TextureStitchEvent.Post event) { if (event.map.getTextureType() == 0) { CMStuff.darkwater_fluid.setIcons(CMStuff.darkwater.getIcon(0, 0), CMStuff.darkwater.getIcon(1, 0)); } } Ii dont know if its necessary, because i didnt checked afterwards, but i think it was for the bc tanks
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My New Door Won't Render good.
It's because of the metadata i guess, but im not sure about this ^^
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