Everything posted by 314owen
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Tile Entities Not Spawning in Generated Structure
HauntedHouse Gen: http://pastebin.com/Nc1p1Psx WorldGenerator: http://pastebin.com/4Y9xayG9 Block: http://pastebin.com/tZQzj0ak Tile Entity: http://pastebin.com/rG96ZiWH
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Tile Entities Not Spawning in Generated Structure
I'm Just Using Basic setBlock Code Under My Generate Method: First I tried this: world.setBlock(i + 2, j + 6, k + 3, MyMod.MyBlock); Then I tried this: TileEntityMyBlock block = new TileEntityMyBlock(); world.setTileEntity(i + 2, j + 6, k + 3, block); Then I tried both. Here is my block class: public class BlockMyBlock extends Block{ protected BlockMyBlock(Material p_i45394_1_) { super(p_i45394_1_); } public TileEntity createTileEntity(World p_149915_1_, int p_149915_2_) { return new TileEntityMyBlock(); } public boolean hasTileEntity(int metadata) { return true; } }
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Tile Entities Not Spawning in Generated Structure
The Block does not get placed either way.
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Tile Entities Not Spawning in Generated Structure
I am trying to put my modded block into my structure. When I remove the tile entity code from the block, It places fine, but I need to have it have the tile entity code. How do I fix this? I have tried using .setBlock and .setTileEntity
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Random Generated Structures
I did start using that, But the problem is, I also have to update all of the .setBlockAndMetadata things with .setBlock and add ,2 at the end. There is no way to do that with search and replace. Is there no tool that is updated to 1.7?
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Random Generated Structures
How can I efficiently update the code with over 6000 blocks? I would have to update every block. How far are you into updating the tool?
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Random Generated Structures
How would I make random generated structures? I have tried a program called "SchematicToJava Converter" but the program is too old and all of the code generated is outdated. What should I use to transfer my dungeon schematic into java worldgen code.
- Spawn Mob Near Entity
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Spawn Mob Near Entity
Okay, I updated the code, It still does not work. Block: package net.endernoobs.rpgmod; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.item.Item; import net.minecraft.tileentity.TileEntity; import net.minecraft.tileentity.TileEntityMobSpawner; import net.minecraft.world.World; public class BlockGrimReaper extends Block{ protected BlockGrimReaper(Material p_i45394_1_) { super(p_i45394_1_); } public TileEntity createNewTileEntity(World p_149915_1_, int p_149915_2_) { return new TileEntityGrimReaper(); } public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_) { return null; } @Override public boolean hasTileEntity(int metadata) { return true; } } Tile Entity: package net.endernoobs.rpgmod; import net.minecraft.tileentity.TileEntity; public class TileEntityGrimReaper extends TileEntity { private int activatingRangeFromPlayer = 16; public boolean isActivated() { System.out.println("Active"); return this.worldObj.getClosestPlayer((double) this.xCoord + 0.5D, (double) this.yCoord + 0.5D, (double) this.zCoord + 0.5D, (double) this.activatingRangeFromPlayer) != null; } @Override public void updateEntity() { System.out.println("Is it active?"); if (this.isActivated()) { EntityGrimReaper boss = new EntityGrimReaper(worldObj); this.worldObj.spawnEntityInWorld(boss); this.worldObj.setBlockToAir(this.xCoord, this.yCoord, this.zCoord); } } }
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Spawn Mob Near Entity
How do I do that?
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Spawn Mob Near Entity
I want to exactly like I say: Spawn a Mob when the player is near this block. Block: package net.endernoobs.rpgmod; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.item.Item; import net.minecraft.tileentity.TileEntity; import net.minecraft.tileentity.TileEntityMobSpawner; import net.minecraft.world.World; public class BlockGrimReaper extends Block{ protected BlockGrimReaper(Material p_i45394_1_) { super(p_i45394_1_); } public TileEntity createNewTileEntity(World p_149915_1_, int p_149915_2_) { return new TileEntityGrimReaper(); } public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_) { return null; } } Tile Entity: package net.endernoobs.rpgmod; import net.minecraft.tileentity.TileEntity; public class TileEntityGrimReaper extends TileEntity { private int activatingRangeFromPlayer = 16; public boolean isActivated() { return this.worldObj.getClosestPlayer((double) this.xCoord + 0.5D, (double) this.yCoord + 0.5D, (double) this.zCoord + 0.5D, (double) this.activatingRangeFromPlayer) != null; } public void updateEntity() { if (this.isActivated()) { EntityGrimReaper boss = new EntityGrimReaper(worldObj); this.worldObj.spawnEntityInWorld(boss); this.worldObj.setBlockToAir(this.xCoord, this.yCoord, this.zCoord); } } }
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Boss Spawning
I tried doing what you said, but for some reason, the tile entity is not detecting players. Here is the code for the tile entity: package net.endernoobs.rpgmod; import net.minecraft.tileentity.TileEntity; public class TileEntityGrimReaper extends TileEntity { private int activatingRangeFromPlayer = 16; public boolean isActivated() { return this.worldObj.getClosestPlayer((double) this.xCoord + 0.5D, (double) this.yCoord + 0.5D, (double) this.zCoord + 0.5D, (double) this.activatingRangeFromPlayer) != null; } public void updateEntity() { if (this.isActivated()) { EntityGrimReaper boss = new EntityGrimReaper(worldObj); this.worldObj.spawnEntityInWorld(boss); this.worldObj.setBlockToAir(this.xCoord, this.yCoord, this.zCoord); } } }
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Boss Spawning
Thanks, I think that might work.
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Boss Spawning
It really wouldn't matter, I would just need a way for it to be there when the player is in the dungeon. Not sure how other mods do it.
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Boss Spawning
I am Making this mod in 1.7.2
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Boss Spawning
How Do I Make A Boss Spawn at the End of a Dungeon. I'm using a program called SchematicToJavaConverter_1.7. Do Schematics record mobs?
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Missing Textures
It works in dev environment, I don't think its a code problem. It might be a path problem
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Missing Textures
I have missing textures when I build my 1.7.2 forge mod. Does anyone have any idea why? Here is a download link to the mod: http://www.mediafire.com/download/62zoyc2ljhpc1mi/modid-1.0.jar.
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Players Coords Not Working Forge Modding
When I do: world.setBlock((int) player.posX, (int) player.posY - 1, (int) player.posZ, 0); It doesn't set the block under you to air, its sets one over to air, what causes this? Is it the changing from double to int? If so, how would I get player coords correctly.
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Crash on Opening GUI. HELP!
Bump, Please Help!
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Crash on Opening GUI. HELP!
Any Ideas On How to Fix This?
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Crash on Opening GUI. HELP!
Thank You SO Much, only one more problem, the gui works fine, it doesn't crash, but I can't but items in the DNAExtractor
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Crash on Opening GUI. HELP!
Ok, I have fixed that and a few more problems have popped up, when does this not happen, you fix one problem, tons more come. After doing the GUI Handler, now It opens the gui, but it is missing its texture (the directory looks correct) and when you try to move items they go back to there slots, if I shift click, it crashes.
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Crash on Opening GUI. HELP!
Please Help! This is my code: Block: GUI: Tile Entity: Container:
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Crash on Opening GUI. HELP!
Hello, I'm currently making a mod and have just watched around 7 hours of tutorials on how to make a GUI, I finally tested it and now it crashes every time I right click on the custom furnace. Anyone have any ideas how to fix this? When I right click, Minecraft doesn't respond and the server gets overloaded.
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