Everything posted by American2050
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[1.8] plant growing
Well, from what I remember from the watering can, it also works on blocks where Bonemeal doesn't work, like sugar canes and cactus. So maybe it's a combination of metadata and some other information used for those blocks to decide if they can grow taller or not.
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[1.8] plant growing
A Watering can works like Bonemeal? I'm not sure but I think the watering can works different. Can't explain why but what is does is different to just applying bone meal.
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[1.8] Allow only certain items in specific slots
I'm not 100% but, isn't isItemValid only called when you try to input items with a hopper, for example on furnaces? I think there are 2 methods, one used for player placing items and other for hoppers, but again, I'm not sure.
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[1.7.10] Can potions effects running out kill a player?
Ok guys, so I got that code, so now when someone dies, you can see in chat what was the cause. Back to the problem, here we can see a player "died" but not message pop up, so he technically didn't die. Anyone has any guess on what can be causing this. I'm almost sure it's some other Mod on the pack, but I dont know. Here is the "death" showing no message, happening when the effects from my item run out. http://www.twitch.tv/vash505/v/17579684 This is how the chat looks like when someone dies. http://i.imgur.com/3Jt6Cs9.jpg The code that makes this to display @SubscribeEvent public void onLivingDeath(LivingDeathEvent event) { if(ConfigValues.trackPlayersDead) { if (event.entityLiving.worldObj.isRemote) return; if(event.entityLiving instanceof EntityPlayer) { System.out.println("A player died!"); EntityPlayer thePlayer = (EntityPlayer) event.entityLiving; if(event.source.getSourceOfDamage()!=null) { System.out.println("getSourceOfDamage: " + event.source.getSourceOfDamage()); thePlayer.addChatComponentMessage(new ChatComponentText("Player died - Source of Damage: " + event.source.getSourceOfDamage())); } else if(event.source.getDamageType()!=null) { System.out.println("getDamageType: " + event.source.getDamageType()); thePlayer.addChatComponentMessage(new ChatComponentText("Player died - Damage type: " + event.source.getDamageType())); } else { thePlayer.addChatComponentMessage(new ChatComponentText("Player died with no extra details.")); } if(event.toString()!=null) { System.out.println("event.toString: " + event.toString()); } if(event.source.getClass()!=null) { System.out.println("event.source.getClass: " + event.source.getClass()); } } }//END IF }
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Problems with ChatCommands
- Don't hijack threads. - Post your code. What you talking about? I didn't hijack anything... I just letting the Original Poster know that the Tutorial is working.
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Player joins world event
Maybe you looking for this one: EntityJoinWorldEvent Not sure on what bus it goes.
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Problems with ChatCommands
I have some problems with that Tutorial also. It does work, but for some reason it wont let me load already generated worlds. I just hangs.
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[1.7.10] Custom Model to render with different texture [Solved]
Ohh so you mean, the more blocks of this I place, the counter will go up faster for all of them? I see What I have to do is on my EventHandler have that counter going up on the Render? Gonna give that a try, thanks
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[1.7.10] Custom Model to render with different texture [Solved]
Ok, I got it working, but from the Render itself and not from the TileEntity, so the block also changes its texture while on inventory. Is it ok to do it this way, or it's a bad idea? if (counter <=500) { this.bindTexture(texture01); counter++; } else if (counter >=501 && counter <=1000) { this.bindTexture(texture02); counter++; } else { this.bindTexture(texture03); counter++; if(counter==1500){ counter=0; } }
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[1.7.10] Custom Model to render with different texture [Solved]
Well I do have a TileEntity for my block right now yes. I guess I wont need metadata, as the idea is to have all the blocks changing, I dont won't it to change if it X block, just have all the blocks changing the texture every X time.
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[1.7.10] Custom Model to render with different texture [Solved]
I know that when working with blocks I can use an mcmeta file to make the texture "Animate/Change" Is there a way to make the same but when using Models? I would need it to render with a different texture (png) every X seconds.
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[1.8] custom armor model
Of course. Armor is a completely normal Item when being held in hand or dropped in the world. Ohh ok, well I always called that a texture, I was thinking on a model, like when holding some custom render item/block.
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[1.8] custom armor model
There is an Item Model also for the armor?
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[1.7.10] Placing a vanilla block using my mod but making it unbreakable
Thanks a lot for the perfect explanation
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[1.7.10] Placing a vanilla block using my mod but making it unbreakable
Well, I know I got it wrong, but.... Why something like this doesn't do the trick? Block dirt = Blocks.dirt.setHardness(-1F); And I use that dirt? I know that doesn't work but.... What if I do that, then I place the blocks, and after placing the blocks I back dirt to it's original hardness? Would that be a bad thing also?
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[1.7.10] Players on a server need OP to be teleported
I did all the tests on Single player. I will have to setup some server to make those tests. Thanks for the tip.
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[1.7.10] Players on a server need OP to be teleported
I will try to get some logs or something. I think it just doesn't teleport them, no crashes as far as I know. Gonna try to get more info and post it.
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[1.7.10] Placing a vanilla block using my mod but making it unbreakable
How would it be the way to place a Minecraft Vanilla block in my world, using my mod, but making that block unbreakable? I tried something, but I end up with all the blocks of that type on my world been unbreakable, so I guess I overwrote the original block somehow.
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[1.7.10] Players on a server need OP to be teleported
So, I have a block that will teleport players to a new dimension when they right click on it. But I got reports of players on servers, where they need to get OP in order for the Teleportation to work. Any idea what could be the problem? Maybe the teleportation itself, or something else around the code I'm not sure of? /** Teleports a player to a specific location in a dimension. */ public static void teleport(EntityPlayerMP player, int dimension, int x, int y, int z, float yaw) { if (player.dimension == dimension) { player.rotationYaw = yaw; player.setPositionAndUpdate(x + 0.5, y, z + 0.5); } else { player.timeUntilPortal = player.getPortalCooldown(); WorldManager.theServer.getConfigurationManager().transferPlayerToDimension(player, dimension, new TeleporterHub(dimension, x, y, z, yaw)); } } And also public TeleporterHub(int dimension, int x, int y, int z, float yaw) { this(WorldManager.theServer.worldServerForDimension(dimension), x, y, z, yaw); } public TeleporterHub(WorldServer world, int x, int y, int z, float yaw) { super(world); this.theWorld = world; this.posX = x; this.posY = y; this.posZ = z; this.rotation = yaw; } I'm not sure what other code you should need to see what the problem is. Any ideas, any advice?
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[1.8]Took code from public source, Errors! XD
Darkflame, go step by step, make the entity crawl before it can flight Really, take slow steps in your code, if it's not easy, try other things and then get back into it, once you have a better idea on how to do it.
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[1.8] Custom Throwable not moving
Why findGlobalUniqueEntityId sould not be used? Thanks.
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[1.7.10] Looking for some Tutorial on how to "Override" Vanilla World Gen
Does anyone know if the problem of this code replacing only the End Frame Portals "randomly" I mean, not all of them, is related to the Event I'm attaching this into, or is there any other problem here?
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Can't find boat entity :/
In 1.8 you find it at net.minecraft.entity.item; PS: Try to not open 3 topics, all related to the same original question
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[1.8]Flying Mob- Like from witchery?
Why not take a look around at the Mobs from Vanilla that can flight? Bats, Wither and the Dragon. Start from there and see what you can adapt from theirs AI.
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A question of the next step for a new modder....
Do you have any link to read on Curse how that points system works? Thanks.
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