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Posts
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Everything posted by ObsequiousNewt
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Or even yourBlock = new YourBlock(id).setHardness(3f); as those functions return the instance. (I mean, look at Block.java.)
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Are you having chest pains? @OP: Look at my code! Github link is in my sig. Ba da dum ch That's nothing. Would you like to know what this is?
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Yes, generally. But I know that people have, try looking at http://www.minecraftforge.net/forum/index.php/topic,9547.0.html.
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Movingobjectposition detects my entity as block
ObsequiousNewt replied to DELTA_12's topic in Modder Support
Hmm, how did you register your entity? -
It's not the NBT of the block, it's the NBT of the entity. Which is never modified.
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I understand your problem. If you are setting the block hardness, that should not happen. Is there not a line in your block constructor that says this.blockHardness = 3 or this.setHardness(3f)?
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Oh, and you will also need an ItemBlock class like so:
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Logs?
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Um... why aren't you in 1.5.2? The texture system changed in 1.5.2.
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You need registerIcons(), getIcon(side, meta), damageDropped(meta), and getSubBlocks(id, tabs, list). Here's a class I use for sub-blocks.
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http://www.mediawiki.org/wiki/Help:Formatting
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It cannot be done without modifying the MobSpawnerBaseLogic code (or creating your own spawner.) The entity that is spawned is a local variable.
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How to get an item to reload[unsolved]
ObsequiousNewt replied to TheGrovesyProject101's topic in Modder Support
True. But I'd need to see some sort of "cartridge" code in the first place. -
You also need to set the hardness. (this.blockHardness = 3) or this.setBlockHardness(3F).//the F indicates that the value is a float, not a double setHardness(), not setBlockHardness(). Which, I might warn the OPer, also sets the block resistance.
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Movingobjectposition detects my entity as block
ObsequiousNewt replied to DELTA_12's topic in Modder Support
"my entity is detected like tile"? Because TileEntities don't move... -
Best way to compress a series of multiple state blocks
ObsequiousNewt replied to tarig's topic in General Discussion
Yes. And I have an open-source mod (link in my sig) which uses a surprisingly sophisticated system. -
"Couldn't mojang use a fast way of searching throught strings instead of id's?" Yes, it could, but the fact is that it doesn't. And we can't change that, or we would lose compatibility with vanilla.
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Short-Range Teleport Player To Look Direction
ObsequiousNewt replied to Zetal's topic in Modder Support
Is the function generally player.moveEntity(x,y,z)? Which pivot (for yaw and pitch) is which axes? I have done bits of code for mods of different games and the pivots are not usually with the same axes. I know that I could of made a new post but you seemed to have answered the his/her question clearly. Many thanks, Melonize Yes. Y is up. I couldn't remember whether yaw starts from x or z, which is why I mentioned that he might have to switch the two. And it looks like I made a typo anyway. In Minecraft: X = cos(yaw)sin(pitch) Y = cos(pitch) Z = sin(yaw)sin(pitch) I think. Unfortunately, I can't check with Mojang code because they overcomplicate things ( -cos(x) = -cos(-x) = cos(-x+π), even though none of those should be necessary for such formulas), but the only error should be a switch in X and Z. -
Not necessarily true; there's no need to be rude. However, I'm surprised that you are unable to find answers, especially to the third question.
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TEProcessor is a superclass of TESC and TEC. Both of them only use 1 input, but it can be easily configured for three.
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[Solved] Negating mirrored crafting recipes [1.5.2]
ObsequiousNewt replied to larsgerrits's topic in Modder Support
Width, height, inputs, output. -
Are you having chest pains? @OP: Look at my code! Github link is in my sig.
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Here's what redstone wire does: Vanilla Redstone behaviour: - Block update event received - Check if can stay - Update strength of block - Calculate the changes in current - Get the current strength - Get the current strength again but this time with the other set of coordinates, gives the same result - Toggle off flag so wires don't give power themselves - Get the strongest indirect power from the world - Toggle the flag back on - If the indirect power is greater than the current strength minus 1, set the strength to the indirect power - For every cardinal direction, check the strength unless the block is the origin (the block is never the origin) - * If any side has a greater strength than the current strength, subtract one and set it to the current strength * Otherwise subtract the current strength or set it to 0 - If the indirect power is smaller than the current strength minus 1, set the strength to the indirect power (repeat?) - If the resulting strength isn't equal to the original strength, update the block and add the surrounding blocks to a list that holds the blocks that need to update - Copy the list of to-be-updated blocks to a new list - Clear the old list - For every block in the list, trigger a block update Ouch. I didn't think it would be *that* inefficient.
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"disabling creeper explosion damage in certain chunks