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Everything posted by delpi
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I had put a workaround in place like that. Basically I changed my custom provider to have no sky so the light value from the sky is always zero. Created. Custom skyrender to make it always look night. Right now there is no moon or sun, but I might add the moon back. I also change the gamma to -0.25 for anyone in it. It makes it very challenging. I only have creepers in it. 6 custom ones. I upped the diamond ore spawns an added a rare ore. You have to use creeper head with obsidian to make a portal. It all works well. I just want to figure out the time per dimension thing for a new mod idea that I have.
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[1.7.2] Dimensional teleporting, without the portals
delpi replied to whiskeyfur's topic in Modder Support
I can share one tonight. The basics are you need your own command. Assuming you know how to do that. From it you call your teleported code. The trick is to override the methods in such a way it only does what you want. -
I found it and you might have the ticket. I could track it separately and the change it each tick. Problem will be finding a trigger I can monitor that indicates it happened. It is inside the world server class an doesn't appear to pass through anything I have customary this point. Anybody used a custom world info for their dimension before??
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I just got done rewriting my mod from 1.6.4 to 1.7.2z What is going to happen to my custom blocks? Will they convert or disappear? I've looked for a post but the word disappearing is way too common.
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[1.7.2] Dimensional teleporting, without the portals
delpi replied to whiskeyfur's topic in Modder Support
Create your own teleported class and a command to call it. You will need to specify where to go in the destination dimension somehow. -
Thanks. I usually succeed with the same approach that you use. In this case it isn't working. The set time command and it's related subcommands end up setting the time in all dimension to the same thing. It doesn't look like it should, but there seems to be a method in world server that gets a tick update to sync them all. I'm hoping the I'm reading it wrong and someone else found a way to have a unique time in each dimension
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I'm trying to have different time in one of my dimensions. Basically I want it to be night all the time. I've tried searching through all the Minecraft classes and seeing how to do this. I'm having zero success. At this point, I'm afraid that the way the worlds tick that it is overriding my time change in the single dimension. Any advice?
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[SOLVED] Custom Dimension - World isn't being created
delpi replied to delpi's topic in Modder Support
Well, I feel like an idiot. In case you happen to have the same issue, here was the offending line of code What you have to ask, is WHY, WHY??? I don't know. I was working on something and I intended to put something there and never got around to it. Deleted the whole spot and BINGO!! everything works again. -
[SOLVED] Custom Dimension - World isn't being created
delpi replied to delpi's topic in Modder Support
Just noticed something. I experimented with hardcoding my dimensionId inside of the customworldprovider and everything worked like a charm. I don't really want to do that and i didn't in 1.6.4. Going to try and figure out how not to. Would appreciate any advice. -
I had a mod in 1.6.4 that created a few new dimensions as well as dynamically created a range of 'worlds' on setup. This was really just a pattern of dimensions, but whatever. It doesn't really matter for this discussion. I just got done converting it to 1.7.2 and I'm having an odd issue I just can't figure out. I originally did this based upon Wuppy's Tutorials and other Dimension code. so I follow their world registration code as follows: This all comes back that it is working and minecraft comes up fine. I run through the loaded dimensions and check properties on a recurring pattern and that would crash the server. I figured maybe the DimensionManager just hadn't loaded things up yet so I through a check in for null on the return of world. Ultimately I found this error at other places. It doesn't really seem to be creating a world. If I run the following function : I can tell it thinks the dimensionID for my custom world is zero instead of what the DimensionManager tells me it recorded. Next step is I go to DimensionManager and look at its worlds list. It has the same exact issue as the server. It list my new dimension with a dimensionID of zero. Anybody have experience with this? Why isn't Forge's DimensionManager creating the world with the right dimensionID. Is there something new I have to tell it to do in 1.7.2 that wasn't there in 1.6.4. This part of the code for providers, ect didn't really change that much and my 1.6.4 version works like a charm.
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I'm not sure about your experience, but I've had Bette luck with .equals instead if == for forge. Also on your coords, I'd use a floor before the int cast. I've had issues with neg coords before.
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You should use a lang file. Search for a tutorial on them. I've found it to be fairly easy to change over to it.
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[1.7.2] How to check when the block starts breaking
delpi replied to RadioactiveStud's topic in Modder Support
Go through the trouble of? I didn't notice it requiring much effort. -
[1.6.4] Can't get serverside code to run on a tileentity?
delpi replied to thatsimplekid's topic in Modder Support
He listed it as updatebools. I'm betting he just has the method and isn't calling it from any method the server ticks. -
You need to use biped. You could do all the work to make a non biped show the weapon but honestly if you are asking these question you are not capable enough yet to do it.
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There is a world.markblockforupdate or something like that. When the 1st updates, mark the other one or some variation of that.
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I had a similar issue. I see you are setting the name by MODID + ":" + "oliv" I tried that and no matter what it wouldn't find the block However if I actually typed it out, it worked perfectly. No idea why. "PizzaMod:oliv" Try it and see what happens. Also i have read before that your modid needs to be lowercase "pizzamod" but that might have changed. I still follow that protocol just in case.
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Hmm, betting you didn't get all the render stuff in your custom mob render. Compare yours to mine. Mine works and shows the items. The odd looking font code is so the name of the entity is over their head, but only when you are close to it. Let me know if that helps.
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Did you set up a custom render for your entity?
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As i said, i'm going off memory. That is the right command, but you didn't put it where I told you to. put this.setCurrentItemOrArmor(0, new ItemStack(Items.bow)); where i mentioned in previous post.
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Can't remember the exact code, so this might be off, but you need to put a bow in the hand. get rid of the line: private static final ItemStack defaultHeldItem = new ItemStack(Items.bow, 1); In your constructor Public EntityARcher after the setsize (by the way, looks like you are mising a "}" there), put something like this. You really will have to check the syntax because I know my memory is off this.setWeaponorEquipment(0, new Itemstack(Item.bow));
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[1.7.2]Custom Bed doesn't reset Time in custom Dimension
delpi replied to Dragonisser's topic in Modder Support
Using worldinfo sets just that dimension time? When i tried to play with it, it set all dimension times, but maybe I screwed it up. -
[1.7.2]Custom Bed doesn't reset Time in custom Dimension
delpi replied to Dragonisser's topic in Modder Support
Ok, i'm very intersted in that last reply. Can you have a unique time for a custom dimension. I tried and couldn't figure it out. If you know how, please share. -
How to make mob apply potion effect. [Code not working]
delpi replied to HappleAcks's topic in Modder Support
Good point darty11. I did have a typo in what I put up, forgot to change one of his variables. After reading his posts, it looks like he wants it to be any living thing, so probably needs this. -
[Solved] [1.7.4] Item positioning and Particle Questions???~~
delpi replied to Pandassaurus's topic in Modder Support
Yes just make an iterator around the particle spawn and have it cover a range of x,y,z either systematically or with a random number generator inside certain bounds. I use this to make a large fireball move through the air.