
calclavia
Forge Modder-
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Everything posted by calclavia
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How can I get the frame rate of Minecraft? I want to know this to reduce lag if the lag is too much...
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Those two variables are multiplied. They are either -1 or 1. If the position is negative, the xMod and zMod will be negative. This is used to make sure they fly the correct direction. \ The surrounding code aren't really related to this. I was testing and trying to make it orbit. Basically we have an entity that is walking around. If the entity goes close enough range to a specific position, the position will pull the entity towards it orbiting around it. Kind of like a block that has massive gravity.
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Isnt that the same as the code i wrote?
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What?! I don't really understand.. What I'm trying to get is to have blocks orbiting around an origin. I'm not sure what math I have to do to calculate the position of where these blocks should fly.
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I've got this question and it's more of a math question (I just got into high school so please don't expect too much). I have a entity that grabs nearby blocks (block entities like sand) and spins them around the entity. Kind of like a tornado that just spins blocks in circles. How can I find the X and Z position of these spinning blocks based on - the position of the entity controlling these blocks, the radius/distance between the entity and the flying block and the rotation orbit? I currently found something similar to this: this.targetX = this.posX + xMod*orbitRadius * Math.cos(orbitDegree); this.targetZ = this.posZ + zMod*orbitRadius * Math.sin(orbitDegree); but it didn't work (pushed out all the blocks outwards and that's all).
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Buildcraft has this hook allowing you to add the wrench, but then it's only available in BC 3 which won't be release till MC 1.3 I guess.
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You're right. Too bad Buildcraft, IC2 and Forestry each have their own wrench (and same for my mod) and they are all not compatible with each other!
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In other words, making my mod multiplayer now will make the transition to 1.3 easier? If so I might do so, but on the last minute. I always feel that multiplayer slows my development speed down. In that case, do not make a single player, just make multiplayer. Won't be able to debug lol... I'm glad that there won't be this variable called World.isRemote anymore....
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I wish there was something like that... Hate all the wrenches I have that fills up my chest! Maybe have Forge offer a way to allow a dictionary for mod common items. Something like ore dictionary but not for ores, instead for items that can be used interchangeably. That might be useful. I am planning on adding a system like that to my Universal Electricity API so the add-ons will have no problem using each other's items. But if Forge has something like that, then it might give some use for modders. Or is there already a way you could do that? Thanks, Calclavia
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In other words, making my mod multiplayer now will make the transition to 1.3 easier? If so I might do so, but on the last minute. I always feel that multiplayer slows my development speed down.
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I guess everything is dependent on how 1.3 turns out. Can't really predict the future. Thanks for the notify.
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I think they will still make a server version of it. How would you host servers without a Minecraft server jar? Bukkit?
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I can't make a tutorial yet because I am not even sure I am doing this 100% correctly and in the most efficient manner. Maybe when I'm more experienced with these packet things and when I do things efficiently. If you care to look through the packet code of UE and tell me what makes my code inefficient, I will do a tutorial. Otherwise I need to learn more about it before teaching. Don't want to teach the wrong stuff... Client Network Code: https://github.com/calclavia/Universal-Electricity/tree/master/minecraft/net/minecraft/src/universalelectricity/network Server Network Code: https://github.com/calclavia/Universal-Electricity/tree/master/minecraft_server/net/minecraft/src/universalelectricity/network
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Just saw in the Minecraft forum they announced MC 1.3 for August 1st and they will release a week before that a preview version for mods to have some time to update themselves. I'm not a long term modder so I would like to know how Forge upgrade to new version of Minecraft. Is it immediate? Or taking a few weeks? Also what would the major changes mods will have to make for this update?
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Works. Hugs to Forge!
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But that tutorial is UE dependent and uses UE classes. Not suitable for Forge users who do not use UE.
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How would I create a config file for a server? Same as client?
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Remove or Disable base blocks and/or Recipes?
calclavia replied to Zaikyu's topic in General Discussion
Try replacing some blocks in the Block.blockList array by setting them to null. -
Universal Electricity SMP is now approx 80% stable done so yeah...
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Fixed it in UE 0.4.2. Thanks for telling me that bug I just fixed it. It was something wrong with the container... Btw, on your server now
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You use packets. UE has this packet system (although as you mentioned in the UE forum it's a bit bugged) will help you do that. I wrote a page on this for you: https://github.com/calclavia/Universal-Electricity/wiki/Tile-Entity-Syncing
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Load texture from outside mod_xx.zip
calclavia replied to DarkGuardsman's topic in General Discussion
Take a look at how Minecraft does texture packs... Some mods have textures packs and I'm not sure how they did it. -
Fixed it. Read the UE post.