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delpi

Forge Modder
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Everything posted by delpi

  1. Ah, sorry, I misunderstood and thought you had a texture issue as well. And your sure you don't need to specify case 'if (this.hasEvolved() && !this.inFinalStage()) {' Here are some post on changing boundingboxes for entities after initilization. I've done this for a variable size mob before, but won't be at my code until tomorrow. http://www.minecraftforge.net/forum/index.php?topic=23184.0 http://www.minecraftforge.net/forum/index.php?topic=6541.0 http://www.minecraftforge.net/forum/index.php?topic=8999.0
  2. for your bounding box, I don't see you handling the situation of if (this.hasEvolved() && !this.inFinalStage()) { I might be misunderstanding what you are doing, but it looks like that is a valid situation and is covered for the skins, but not in your bounding box. On your render, if I understood what you said above, its not rendering correctly when its not a male or (entity.getGender() == false). I don't see where you are setting a skin for that situation. Is it just your default?
  3. I could be remembering incorrectly, but I thought when you change the variable there was a method to tell the datawatcher to update. I'll have to look when I get home to see what I was remembering.
  4. And everytime you update the variables you tell the datawatcher to update?
  5. Why stop at 1.7.10? Why not go on to 1.8?
  6. do you have the variables you are looking at called in a datawatcher?
  7. I wrote my own tree growth routine for certain style trees in a DayZ world I made. I supposed you could create a custom worldGen and reference a custom method to do it. Been a while since I messed with that part of my mods so I don't remember it clearly. Just an idea to explore.
  8. Another odd question that isn't really on topic. How are folks getting the 'Forge Modder' below their name?
  9. Busti, question for you on that. How long will it hold onto the value that you set? I think I tried it once before and it hung onto it for good. How do you reset to normal?
  10. Ok, finally put the right words in the web search. Too many junk post out there. https://github.com/MinecraftForge/ForgeGradle/wiki/Dependencies Which says to do: Apparently, when I tried above, it was the right thing to do. I must have screwed something else when I used it above.
  11. Did some digging and I still can't determine the cause of the randomness previously mentioned. However, I did find the following command that I think will solve my issue: apply plugin: 'war' I won't be home until Thursday to give it a try, but would appreciate anyone's advice that is more experienced with Gradle. EDIT: Scratch that. 'war' is for a web app. Now to search for something else.
  12. Wow, that was something special. Everyone that helps out here is a volunteer. It is not their job. Some people have a very long history of helping with rather rude replies, but whatever. If you don't like it, don't listen to them.
  13. I've been away for about 10 months from minecraft programming so my memory is a bit filled up with Arma 2 / Dayz code references, so forgive me if I lead you astray. I am traveling to the end of the week, so I can't access my setup, but I know for that same custom dimension that I mentioned, I changed the rules for what light level mobs spawned in. Would be simple to do a check for proximity to a block to do that. In my case, it was just a creeper world, so nothing burned up in sunlight. That probably won't work for you.
  14. That is my understanding. I'm still operating on 1.7.2. Going to make the plunge to 1.8 soon.
  15. I was going to ask you the same question as pancake about how to pick which master. One other way to do it is to create a GUI on the slave where you have to pick the master that was found. Another way to do this is to create a tick item for each block. Assuming you will have Tile Entities based upon what you have said. Could on each tick update a master list that they exist. Purge from list if not receiving a tick so often. Your slaves could look at that list and calculate the master block that is closest and use it. That would save you from random searches. Could speed that up as well as to say if the master is still in the list, don't bother to iterate for closest again. Just some options to think about.
  16. I had a need where I wanted certain dimensions to look really dark. After playing with the light levels, I went another route. I took control of the brightness level on the client and when in that dimension dimmed it so that the world seemed really dark and creepy. Could do the same thing by looking for being near a block and doing it. From your description, I don't think that is what you are after, but thought I would offer it up as another option.
  17. I had a reason to replace obsidian with a custom version in order for it to work properly in a dimension mod I have. My custom obsidian had the exact same properties as original obsidian but it enabled me to have it respond differently for portal creation. I watched events to see when a block was placed or interacted with in any way. Then if the block was vanilla obsidian, i would change it to my custom version as well as do a small iterative search that replicated itself for each obsidian in the area found. This worked very well, but the world isn't very populated with obsidian. In your case if the block you are changing is very common, this might get ugly the first time it propagates.
  18. Most of the tutorials on custom inventory GUI are setup for creating a 'new' inventory. Are you sure when you used the tutorial you changed over the the entities inventory instead of a new custom one?
  19. Read through a TON of gradle sites. I've got a fair amount of programming experience, but a lot of the discussions seemed to be in Greek. I got this working. Sort of. Still have one annoying problem. So for both of the projects 'Custom NPC' and 'Dimension Multiplyer', I added a file into their project folder called 'settings.gradle'. The contents of that file are as follows: In each of the project folders I added the following: At first this seemed like it worked. The project 'Dimension Multiplyer' worked perfectly. Loaded it on my server and client and life was good. Then i tried the same thing with 'Custom NPC' and PROBLEM. When i tried to run the server or client, it told me 'CD_Utilities' was missing. Both are build the same way, but for some reason, 'Custom NPC' didn't include 'CD_Utilities' into itself in the build. I looked at the following bit of code to try and fix this: The client loaded fine without crash, however the server told me it was missing all the blocks/items in my mods and freaked out. I put a backup in place and didn't mess with that again. However, from reading it seems like it is the ticket. For now, I'm just putting jars for 'Custom NPC', 'Dimension Multiplyer', and 'CD_Utilities' into client and server mod folders and things work. However, i don't want to keep doing that. I want to just be able to put in 'Custom NPC' and 'Dimension Multiplyer' 'CD_Utilities' is really just common code that I want to suck in when building each Jar so I don't have to manually keep it all the same everywhere. Can anyone help me figure this out. I'm fairly annoyed with the whole thing at this time and don't really want to mess anything up.
  20. After playing around, I'm convinced something changed in Gradle on how it used external projects in dependencies. Trying to read up, but nothing is working the way the webpages look. Hoping someone can look at what i've posted above and tell me the right way to put it in the build file.
  21. I went ahead and used the tutorials to setup multi project forge the way that was recommended with. http://www.minecraftforge.net/forum/index.php/topic,14048.0.html I had a vague hope that would fix everything. Nope. The errors were the same, but my build file is different now. Including the newer one. Really hoping someone can help me in the right direction. Fairly frustrated.
  22. First, I know most everyone has upgraded at this point. I jumped over to Arma 2 modding for a bit, but my kids wanted me to expand on some things, so i'm getting back into it. That all being said, I want to make one more version for them on 1.7.2 before upgrading. My setup worked just fine back in October 2014. I haven't changed anything on the system. It still runs fine in Eclipse, but when i run 'gradle build" in the individual project folders, it goes nuts. My setup is a bit unusual. I have several different mods setup in different projects with one core dependency mod in eclipse, so that my core stuff propagates through them all. Works well and saves a lot of time. I've tried to compile all the projects with the same result. In this case, i was in the 'Dimension_Multiplyer' folder and ran the 'gradle build'. Here is the 'build.gradle' file for that folder. This is driving me nuts and I've got a 8 and 9 year old dying to play with the new helicoptors I built for them. Thanks ahead of time for anyone that can help.
  23. You will need a cusotm player render to give your player the skin of that mob. You will need to find a way for each of the stats you want to change to impliment that change on the player.
  24. By Custom_NPC, i meant Custom_NPC. I've never like the result of making a fake player. I've found it much easier to create an NPC that will act like a player, stick a nametag above it, and copy the inventory over.
  25. I did tell you how, read again. Hint on what to read again "Spawn a Custom NPC with the skin (name) of the player"

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