
jamiemac262
Members-
Posts
87 -
Joined
-
Last visited
Everything posted by jamiemac262
-
replace all blocks within a 16 block radius
jamiemac262 replied to jamiemac262's topic in Modder Support
ok, I know nothing about tile entities I was going to limit block spread and then make the faction core a tile entity for faction information.... maybe I'll do the tile entity part first -
replace all blocks within a 16 block radius
jamiemac262 replied to jamiemac262's topic in Modder Support
I can only see 2 ways to do what you said every block checks for a faction core in range before spreading (seems kinda inefficient or control the spread from the faction core or is there another way I haven't thought of? -
replace all blocks within a 16 block radius
jamiemac262 replied to jamiemac262's topic in Modder Support
so control the spread from the faction core? at the moment every block ticks randomly and calls a "doSpread" function -
Hi, I'm building my first mod, a faction style mod where the player places a "faction core" and all the blocks within a 16 block radius of the core change to my mod's equivalent of that block for example, Grass would become faction Grass, logs become faction Logs etc I've got the core block and a few other faction blocks (grass, log and dirt) the faction blocks spread like grass (but aren't restricted to dirt). I'm at a stage now where I want to limit the spread to 16 blocks around the faction core but I have no idea how to do it! can anyone help me out with some pointers/suggestions? thanks, Jamie
-
thanks, 2 hours of torture solved within 4 minutes of asking for help lol
-
Hi, I'm really new to forge modding and I've hit a wall while trying to set up textures. When the client it starting up I get this stack trace: My factionGrass.json looks like this: { "forge_marker": 1, "defaults" : { "model": "factionmod: block/grass_normal" }, "variants": { "normal":{ }, } } I also have the same errors about an inventory variant Can anyone see where I've gone wrong? thanks, Jamie
-
hi, I have created a mod called ForgeConomy that I need to reference in another mod. How do I do this using intellij?
-
[1.7.10] how to get Tile entity of a block when right clicked?
jamiemac262 replied to jamiemac262's topic in Modder Support
i hadn't even thought to look in World... i'd gotten the placed block, casted it to a sign and gone looking for some kind of sign.getTileEntity(); lol -
[1.7.10] how to get Tile entity of a block when right clicked?
jamiemac262 replied to jamiemac262's topic in Modder Support
thanks i could not for the life of me find a tutorial, or question, or anything with that damned line of code lol -
get the text on a sign when the sign is created?
jamiemac262 replied to jamiemac262's topic in Modder Support
checking if the sign was a shop sign and checking if there is a chest below the sign when it's placed seemed much easier than building a whole new block.... guess i was wrong lol i'm trying to avoid GUI's, and packets... they just confuse me every time lol i have 5 mods i want to build. they are mods that just don't exist in the Forge community (that i can find) -- probably as a result of server owners being so used to bukkit. my plan was to make all 5 of these mods server-side... so a server owner can decide to include/exclude them without clients needing the mods -
get the text on a sign when the sign is created?
jamiemac262 replied to jamiemac262's topic in Modder Support
it would be like essentials' shops from bukkit a sign over a chest with [buy/sell] -- respectivley <quantity> <item/block name> <shop owner> written on the sign is there still a block update event? -- i imagine that would be triggered when the text is applied to the sign, no? -
so I'm about to start developing a new mod now. thanks to everyone who helped me get my last mod out I'm a little stuck. My new mod is going to be a chest shop-type mod, where there's a sign with some text above a chest to create a player-made shop. In order to do this, i'll need to check what was written on a sign when it is placed above a chest. could someone explain how to do this please? all i know for certain is i will probably need a BlockPlaceEvent (if such an event exists)
-
[1.7.10] [Solved] How to check if Player is OP?
jamiemac262 replied to jamiemac262's topic in Modder Support
thank you, this fixed it -
[1.7.10] [Solved] How to check if Player is OP?
jamiemac262 replied to jamiemac262's topic in Modder Support
this resolved that issue, but func_152596_g is causing gradlew build to fail thoughts? I'm so damn close to releasing my mod! -
[1.7.10] [Solved] How to check if Player is OP?
jamiemac262 replied to jamiemac262's topic in Modder Support
This works like a charm thanks -
[1.7.10] [Solved] How to check if Player is OP?
jamiemac262 replied to jamiemac262's topic in Modder Support
getOppedPlayers() stilll doesn't exist? -
[1.7.10] [Solved] How to check if Player is OP?
jamiemac262 replied to jamiemac262's topic in Modder Support
okay, i'll do this now. could you explain what this does? (so i know when it might be necessary for future ref.) -
[1.7.10] [Solved] How to check if Player is OP?
jamiemac262 replied to jamiemac262's topic in Modder Support
"canSendCommands()" apaprently doesn't exist either -
[1.7.10] [Solved] How to check if Player is OP?
jamiemac262 replied to jamiemac262's topic in Modder Support
oh, this might be relevant: i'm modding on 1.7.10 not 1.8 -
[1.7.10] [Solved] How to check if Player is OP?
jamiemac262 replied to jamiemac262's topic in Modder Support
"getOppedPlayers()" apparently isn't a method 0.o thoughts? -
I have a few commands on my mod that i don't want regular players using. Until i work out how to set permissions (or build a permission manager if i have to) i want to restrict these commands to OP, while letting players use other commands. it's worth noting that i have one command with several functions based on the first argument (/wallet set..... /wallet pay... etc) so at the start of each command that i want to restrict. i need to check if the player is OP. Can someone tell me how to do this please? don't you just hate being a Nooby modder? At the stage where tutorials aren't spoon feeding you through to releasing a mod, leaving you to ask many, many questions that seem to have simple answers?
-
[Solved] NBT tag not loading after relogging
jamiemac262 replied to jamiemac262's topic in Modder Support
i can't believe my stupidity sometimes.... nbt.setDouble("funds", getWallet()); sould have been properties.setDouble("funds", getWallet()); thanks Ernio for helping me debug that -
I'm not really sure how to even debug this to find out what's wrong. i have an IEEP "Wallet" when i give my wallet a value, the console tells me it's saving the property. when i log out of the server and log back in i get a message telling me it's loaded the property from NBT, but it seems it hasn't, because the property has reset itself. could someone take a look and help me work out what's wrong here please? public void loadNBTData(NBTTagCompound nbt){ System.out.println("[MineConomy] Loading Player Wallet"); NBTTagCompound properties = (NBTTagCompound) nbt.getTag(EXT_PROP_NAME); setFunds(properties.getDouble("funds")); System.out.println("PLAYER'S FUNDS ARE NOW: " + getWallet()); //getWallet is 0.00 here. even after i set it to something like 1000 } public void saveNBTData(NBTTagCompound nbt){ System.out.println("[MineConomy] Saving Player Wallet"); NBTTagCompound properties = new NBTTagCompound(); nbt.setDouble("funds", getWallet()); nbt.setTag(EXT_PROP_NAME, properties); }
-
[Solved] Does the client need this mod?
jamiemac262 replied to jamiemac262's topic in Modder Support
brilliant! thanks