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Posts
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Posts posted by HoBoS_TaCo
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You could create a new world type, use the hell world chunk provider(since it only has one biome), and set the biome's min/max height to the highest possible. The nether should show a bit more depth on how to do it since that's basically what you're making.
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Have you looked how vanilla leaves do it? Otherwise you could just check the graphics settings on each block tick and change the texture accordingly.
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You could register it as one block and just change the properties on generation? It would conserve block id's and so forth.
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Why not use the LivingUpdate event, check if it's a cow then perform EntityAIEatGrass.updateTask() ?
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Couldn't you use EntityJoinWorld event, check if an instance of a hostile mob is spawning and if it's in range of a 'holy entity', if so then cancel the event?
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Would it be possible to have a RenderPlayer hook or event added. I'm trying to add a wearable backpack to my mod but I can't find a place to insert code to render it onto the player. Could this be added or could someone tell me where to look? Thanks in advance.
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What about this?
GameRegistry.removeBiome(BiomeGenBase.oldBiome); GameRegistry.addBiome(ModClass.newBiome);
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Download this, unzip into your minecraft folder and rename fml_libs to lib.
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Is it in your @Init method?
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Check out dries007's SimpleServer mods.
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If you don't give more information to as why it doesn't work Lex will come back and ban you. What and how didn't it work? Why no logs? Why and how didn't MultiMC work?
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He means the ForgeModLoader-client.log from your .minecraft folder. If you can't find the log install forge using MultiMC, it's a lot easier.
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I currently use a wrapper/workaround but I love to be able to do it directly. I don't see why we have to do this workaround to do something as simple as setting the tree rate of a biome?Considering the Biome Decorator is a variable inside my SubClass, my only options to access it are presumably:
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Using reflection: Slow and very hacky, and as you said, not needed.
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Changing the Access Level: Breaks compatibility, and if FML hasn't done it, there is likely a reason not to.
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Making my class in the minecraft.net.src package: Heavily discouraged amongst the forge community, might break compatibility and also makes it hard to keep track of classes.
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Making my own WorldGenBase, BiomeDecorator (and plenty more) classes: Tedious, messy, and seems unnecessary.
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Creating some kind of wrapper for BiomeDecorator (and some more) classes: Better option, it seems, but still tedious, messy and unnecessary.
All of these seem like a "hack" and suboptimal (not to mention tedious). I must be missing something, because everyone talks about this "Access Transformer" or says that a hack is not needed (not only in this forum post, I did search before posting this).
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Using reflection: Slow and very hacky, and as you said, not needed.
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Try:
EntityRegistry.removeSpawn(EntityCreeper.class, EnumCreatureType.monster, WorldType.base12Biomes);
As far as I know you need to specify the biome/biomes, hence the WorldType.base12Biomes.
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What version of forge and minecraft are you running?
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Hmm I have never gotten this before until today when I tried to set up a #303 server. I used the same method I have always used and now it's giving me a problem. The same problem is happening with a #251 server as well. I'm going to look into this a bit more.
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This problem is with your armour. This should help, it worked for me. Just don't implement ITextureProvider.
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Corrupt minecraft_server.jar? Have you tried redownloading it?
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The problem is with how you install forge. How do you do it?
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Forge doesn't work with Bukkit on 1.3 yet. The best place to look for a release is http://www.mcportcentral.co.za/
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Submit a pull request?
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[*]You don't need ModLoader, it should be a blank, un-modded jar.
[*]I find MultiMC is a lot better use.
[*]Somehow when installing the adt class wasn't installed.
I know it's your choice to use MagicLauncher but MultiMC has a one-click install for forge, it's a lot easier.
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Could someone please tell me what spawnFuzz is?
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java.lang.NoSuchMethodError: net.minecraftforge.common.DimensionManager.saveDimensionDataMap()Lan;
It looks like the method was called but it does not exist. Try forge build #298 since a number of changes occurred in build #299.
Problem with Leaf Block transparency updating when fancy/fast is toggled
in Modder Support
Posted
I don't have access to the Minecraft source right now so I can't check if what i'm saying is going to work. Right now it seems that your block checks for an update on each block update (which seems to occur when the block is moved or a adjacent block is modified), rather than on each game tick. Are you using a separate tick handler or are you using the onUpdate() or similar method in your block class?