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Jacky2611

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Everything posted by Jacky2611

  1. [19:50:19] [server thread/INFO] [FML]: Loading dimension 0 (Test78or79NotSure) (net.minecraft.server.integrated.IntegratedServer@72fb7b67) [19:50:23] [server thread/INFO] [FML]: Loading dimension 9 (Test78or79NotSure) (net.minecraft.server.integrated.IntegratedServer@72fb7b67) [19:50:23] [server thread/INFO] [FML]: Loading dimension 1 (Test78or79NotSure) (net.minecraft.server.integrated.IntegratedServer@72fb7b67) [19:50:23] [server thread/INFO] [FML]: Loading dimension -1 (Test78or79NotSure) (net.minecraft.server.integrated.IntegratedServer@72fb7b67) [19:50:23] [server thread/INFO]: Preparing start region for level 0 [19:50:24] [server thread/INFO]: Preparing spawn area: 16% [19:50:25] [server thread/INFO]: Preparing spawn area: 37% [19:50:26] [server thread/INFO]: Preparing spawn area: 57% [19:50:27] [server thread/INFO]: Preparing spawn area: 71% [19:50:28] [server thread/INFO]: Preparing spawn area: 84% [19:50:29] [server thread/INFO]: Preparing spawn area: 95% OMG LOOKS LIKE IT IS WORKING! YOU FINALLY DID IT! [19:50:30] [Netty Client IO #0/INFO] [FML]: Server protocol version 1 [19:50:30] [Netty IO #1/INFO] [FML]: Client protocol version 1 After 79 attempts it is finally working now! I only had to add this: public static boolean generate(Random rand, int x,int z){ boolean canCreate=true; if(DimensionManager.getWorld(0)==null || DimensionManager.getWorld(DimensionShiftInfectus.dimensionInfectusId)==null){ return false; } to my generation class and had to make my dimension load together with the overworld. Big thanks to everyone who supported me!
  2. nah, mineraft.getMinecraft() is client only. You will have to send that information to the server using a packet.
  3. Ok, i just tried to use the nether and end instead of my custom dimension, and everything works fine! Maybe the generation thing is loaded after the vanilla dimensions are added but before my dimension . Here are all relevant classes if someone has the time to read them, maybe its something really obvious. @jabelar Great idea, but it won't work. It stops working immediately when it starts to create the overworld and crashes a few secs later. There isn't enough time to tp the player.
  4. But if the player starts to explore my dimension there won't be portals where portals are in the overworld...
  5. Minecraft.getminecraft() is client only You have to get the Wolf entity at the server and then use something like this:
  6. In his videos Pahimar introduced a so called "dependency-setup" to develop multiple connected mods at the same time. I recently split my mod in a core mod and an additional submod using a modified version of Pahimars setup. Athough I had to figure out a lot of things on my own I can only recommend this setup to everyone who wants to develop dependent mods and am willing to support her/him as much as i can. Here are a few things i thing you should learn before you start developing you Town-mod: Block and item basic NBT Networking(you will need it to send information from your guis to the server) GUIs http://www.minecraftforge.net/forum/index.php/topic,5722.msg31310.html#msg31310 World Generation? And a few things i would like to see in a town mod:
  7. But befor i can create it i still have to check if there is enough free space in both dimensions...
  8. When i studied it the last time you had to use a lot of confusing stuff but i heared that someone was developing some kind of easy to use built in alternative. (If there realy is something like this please let us know) And you said that you followed pahimars tutorials? Does this mean that you want to have a dependency setup? I spent a lot of time setting up my development environment to develop a sub-mod, so just ask me if you want to do someting like this and neer help. And welcome to the world of modding, i wish you much luck. I wrote this on my (smart)phone, please ignore autocorrection or typing mistakes.
  9. Was my first thought too, but it will be a little bit difficult to get this working with a vanilla item.
  10. I still haven't solved this problem. Any ideas how to fix it?
  11. Copied from the Block class: public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int side, float hitx, float hity, float hitz) {} or: /** * Called whenever an entity is walking on top of this block. Args: world, x, y, z, entity //check if the entity is your item? */ public void onEntityWalking(World p_149724_1_, int p_149724_2_, int p_149724_3_, int p_149724_4_, Entity p_149724_5_) {}
  12. Maybe the problem is that you have no this. in your read method. and please use spoilers for long text/code.
  13. Have you already tried to surround everything that has a reference to the mod with try()? Another solution would be to use the oreregistry.
  14. At least you are better than me. Thx for helping my with these problems, maybe i am able to figure out the rest on my own.
  15. Ok, now everything is working, but i still have a few problems with the block brightness and the color of grass. Any ideas how to solve this?
  16. oh... ok. But what side of a block does face what direction? this is a little bit useless if i place it at the wrong side...
  17. This part, right? public static final ForgeDirection[] VALID_DIRECTIONS = {DOWN, UP, NORTH, SOUTH, WEST, EAST}; public static final int[] OPPOSITES = {1, 0, 3, 2, 5, 4, 6}; But for what is 6? And another question: tessellator.addVertexWithUV(x, y, z, u, v); Now is: x: south/north y: up/down z: east west correct?
  18. nah, its for a half side. But i don't know which side. If i want to make my fake block as real as possible i have to get the correct min/max u/v for the correct side (0-5 i believe) But i don't know what side is facing north, south, east, west up and down.
  19. Lol, ich auch Until now i always managed to avoid packets and used workarounds. maybe its possible to get the Block the player is looking at on the server side without packets. But i don't know how you would do that, sry.
  20. Well.... Ok, i somehow got it working using: tessellator.addVertexWithUV(0, 0, 0, minU, minV); tessellator.addVertexWithUV(0, 1, 0, minU, maxV); tessellator.addVertexWithUV(1, 1, 0, maxU, maxV); tessellator.addVertexWithUV(1, 0, 0, maxU, minV); But i don't know when i draw which side. (Need it for block.getBlockTextureFromSide(1).getMinU() ) can someone tell me where minecraft does this? Ok, found the class that renders standard Blocks but its a mess. Can someone help me to figure out how to render which side?
  21. and i can get the position from the icons, right? But how do i zoom in? And is there any easy way to get the standard model or do i have to draw it wit a tessellator?
  22. Try to use /** * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { //YOUR CODE HERE return par1ItemStack; } instead of the onItemUse thing.
  23. And what if i want to get the texture from a block thats added by another mod? Or is the TextureMap generated after Minecraft started and contains the textures from all loaded Blocks?
  24. Yeah, that should work. If i am right onItemUse is only triggered if you right click a block in the world.(and gives you the coords of that block) If you want to trigger it always you should use the rightClick method. Sry, i should have mentioned that earlier.
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