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Everything posted by delpi
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Setting light under his 'island' isn't going to fix the shadows. he needs to truly make it the start of a new sky ceiling. Methods that looks to see if you can see the sky from the ground are also going to fail. Overall, I think this will e very buggy. I suggest either living with the shadows and the knowledge there is land above or move the floating islands to a world that has no ground.
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Why don't you go look up a tutorial on NBT. It will answer all your questions and then you can do what I suggested.
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The suggestion to store the chest in the AI entity is probably the best. There other ways to do this, but that is going to be the most straightforward. When you 'share' a chest, put the particular chest location into the entity. Modify its read/write NBT statements to load those varialbes. Then you should be set. Of course, you are going to have an interesting time if the chest is in an unloaded chunk and your AI is in a loaded chunk, but that might be rare.
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There is nothing listing block rarity as far as I know. I supposed you might get at the worldgen code and see what the odds of a block being placed are, but I can't think of a gracefull way to do that. I think you are stuck doing this the hard way.
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HELP! java.lang.NoSuchMethodError: WHAT DO I DO?!?!?!
delpi replied to ckazakeich's topic in Modder Support
diesieben07 gave you the answer. The others are reasons it might or might not work properly, not why it won't run. It shouldn't care if you dont' have a "mcmod.info" file. But if it thinks you need it lookup up how to make one and put it in the appropriate folder. This is all releted to how you setup your folder structure, eclipse environement, and how you are compiling the mod. Look up some tutorials on it. The material from Wuppy are always a great help. -
ServerProxy? That is a new one. Are you sure you meant to have the ! in "if (!event.showAdvancedItemTooltips) {" I would recommend putting some print statements in your event and find out where it is failing.
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[1.7.10][Sloved] Help - How do I get a player's target block?
delpi replied to LEGOlord208's topic in Modder Support
That would be your task to figure that out. First person there causes the action. All cause the action. The one with the coolest name causes the action. Whether you do that on client side and send packets or do it all on the server, you will still have to decide who wins. -
You can't use IExtendedEntityProperties with a tile entity. Its a wierd choice of names on minecrafts part, but it isn't doesn't extend entity and the methods are not there. I can think of a few ways to add data to a TileEntity. It has NBT data and you could add to it depending what you are wanting to do. That brings up the question. What are you trying to do?
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Overriding vanilla minecraft armor textures in a mod
delpi replied to theOriginalByte's topic in Modder Support
You mention Model. Do you want a custom model for the armor? -
entityAttributes will not sync client to server. Whatever you put there will be set on both client and server when the class initializes. If you change one later, it will no longer be the same unless you pass it along ot the other side. Datawatcher handles the passing of a variable from server to client (normally) in a minecraft sort of way instead of you doing your own packets. For your random, you should generate it on the server and then pass to client via a datawatcher or a custom packet.
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Here is the gradle build file To give some more specifis, I had something in the CD_Utilities called CD_Items which extended Items. It also had some variables and methods. If I was extending by only one of my other mods, things were fine. As soon as I extended it into a 2nd mod, one or the other would claim the method/variable didn't exists. It was dependent on load order. If I chaned it around, everything was fine. To solve it I moved that class out of the repository into each individual mod, but now I end up having to modify both which is agsints the whole point in having it in a central location in the first point.
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I only played around a bit with 1.7.10, but I did noticed on several of the old commands that used player names it uses gameprofile and a few other items. Look around at the class the method is in and you will find the new ways of doing things.
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Having a little trouble with the first person rendering
delpi replied to Minothor's topic in Modder Support
Something like this works just fine. Doesn't need the partialtick. -
What exactly is the other problem? I read through this agian and I'm not 100% what you are asking help on.
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Look at the code for render player. I've found it helpful to limit the distance it can be seen as well as direct line of sight. Avoids detection through wall.
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There are tutorials on this. Assuming you setup a seperate project for your mod, go into the eclipse folder and look for your mod. Hold the shift button down, right click and open command folder there. The run 'grad let build' from that location. It should put the jar for you mod into a folder for the mod down under build/lib or something like that. Look up the tutorials on this. Wuppy has some good ones. You don't need to do this manually and you don't need a zip file.
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[1.7.10] How to tell when Armour has been taken off and put on.
delpi replied to chbachman's topic in Modder Support
So, you want to hurt the player when player puts it on themselves? Or hurt them when they take it off? You could track it as you said. One other idea that comes to mind is using the onUpdate and onArmorUpdate. One will be called when the item is in inventory, the other when it is in an armorslot. You could write an NBT tag to the itemstack indicating where it is at. Probably do not need to do this each tick, would be wastefull. Before it is written, check to see if it changed from the previoius version and take your action. The weakness is that if the player removed the item and throws it to the groudn instead of putting back in inventory, they could bypass the effort. -
There is an event for when a mob agro's. You can cancel it if the player is wearing the armor.
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[1.7.10] How to tell when Armour has been taken off and put on.
delpi replied to chbachman's topic in Modder Support
What is it you are trying to do? There may be a way to acheive it without tracking this. -
I've done something similar in the past. You can pass your own container/inventory to the the standard large chest GUI and make it work. However, if you want to do anything unique or really do it right, follow what diesieben07 said and make your own.
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I'll take a look at that.
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Did that quote come across as you meant? I'm not sure I know where to look up 'f2fe80dc36972fe9db57e700380b6869abbc1832'.
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Looked some more and still not finding anything. All the posts on this refer to methods that don't seem to be there anymore.