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About sworn

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    Tree Puncher


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    I am new!
  1. I put this question in Off Topic, cause this isn't a minecraft related, but I'll use it as an example of my question. I was trying to find a Patter, a guide line of what you should process in the tick when you need to notify something else about a state change and that notification will cause more notifications. But when I look for Patter I can only find the Notification and Observer Patterns, and if I try to look for what to process in Tick I can only find example of how Tick works and how Graphics card update it. What do I have now: I made a Sudoku solver
  2. I got this error after updating from old version of the loader to the last version. After a good hour removing/add mods to the mod folder I was pointed to the "Advanced Rocketry" mod, but, the mod by itself works fine. In the mod bug report there is a open ticket about it Ticket that relate the incompatibility with Mekanism after the forge update But not an specific mod conflict, Is something that both authors are not able to locate. Googling something about, I have found some conflicts with OptFine, which I don't have, and some Java
  3. Hello. I'm starting this mod for testing. I was reading that executing commands with ICommandManager is a bad practice. My mod does only one thing, slower the timer (increasing day/night length). It's actually working. But I have some questions... Is there a better way to stop the game timer and change it manually instead of execute the game command? When I run the the mod on a server, or just "open lan", I start to see tons of "Server: Added 1 to the time". Is there a way to prevent that?
  4. Hey Jdb100, thanks for reply! I'm already done something similar. Save the generation time, and increase more 20sec, then just allow other structure after 20sec.
  5. The structure generate fine... But there it is... It is a very hard mult layer maze . Some time ago, i changed the code to generate a pilar of Obsidian in the desert biome. The result is the same... very large place with just sand, like a desert... 3 or 4 pilar of obsidian very close... Are the code running twice? I don't know... all the pilar are different, like all the mazes are different, because everything is random... private void GenerateStructure(int Xcoord, int Ycoord, int Zcoord){ int h = random.nextInt(BaseClass.ModLayer)+BaseClass.MinLayer;//w; int w = random.n
  6. Exactly... take a long time to generate but when reach it, generate 3 or 4 very close... this structures are very big, so when one spawn next other then it's become a mess.
  7. i don't get it.... yes i know how to make a loop. But for what?
  8. I want to generate custom structures, but get one far for the other one in ocean biome. The question is: How can i make a balanced chance to generate some structure in the world? I make this code, it's works fine. The only problem is 2 in 500 is a very low chance to generate, so it take a lot of time to get it, and when i get it, it's generate like 3 or 4 near one of other... I know the random number generation get the same number if put in a for loop withou a little time space, but i don't think put delay in WorldGen going to be a good ideia. Something like 1 structure over 20 or
  9. Thank you "diesieben07", i gonna take a look into it!.
  10. There is any way to add more music to the game, not music disk, normal music like calm1, calm2, etc, that random play on game.
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