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Everything posted by Animefan8888
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Does rendered.getIsRendered()'s value ever changed to a 1?
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[1.10] Entity is Exploding all the time...
Animefan8888 replied to terraya's topic in Modder Support
Or do it in the attackEntityAsMob() or any other attacking function... -
[1.10] Entity is Exploding all the time...
Animefan8888 replied to terraya's topic in Modder Support
This this.attackEntityAsMob(this) Is saying attack this mob with this mob. Not attack a mob with this mob. attackEntityAsMob(Entity) is supposed to be called by other Entities not the one you are in. So what if (!this.worldObj.isRemote && this.attackEntityAsMob(this)) { is really saying is if the world is server side and I can attack myself create an explosion. -
Play Sound at Player Location(Client Side)?
Animefan8888 replied to Beetle90's topic in Modder Support
First off no Thread.sleep() is not a valid way of doing that. It puts the whole thread asleep. IE no game play the entire thing pauses. And I wonder why that method does nothing....oh wait From the World class. public void playSound(double x, double y, double z, SoundEvent soundIn, SoundCategory category, float volume, float pitch, boolean distanceDelay) { } Edit: Off topic, but something I found very funny that can be done. PositionedSoundRecord sound = new PositionedSoundRecord(SoundEvents.ENTITY_CREEPER_PRIMED, SoundCategory.HOSTILE, 1, 1, new BlockPos(0, 0, 0)); @Override @SideOnly(Side.CLIENT) public void addInformation(ItemStack stack, EntityPlayer playerIn, List<String> tooltip, boolean advanced) { if (!Minecraft.getMinecraft().getSoundHandler().isSoundPlaying(sound)) { sound = new PositionedSoundRecord(SoundEvents.ENTITY_CREEPER_PRIMED, SoundCategory.HOSTILE, 1, 1, playerIn.getPosition()); Minecraft.getMinecraft().getSoundHandler().playSound(sound); } } -
Not it has, but it needs.
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Your TE has to have a 0 argument constructor.
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I mean like 4 fake air blocks that have a bounding box. Whenever you place the 3 x 3 x 1 structure it produces a center block that's full and then the fake air blocks around it with various bounding boxes. Then I can move the fake air blocks around the center . They would have to be Tile Entities i guess. Blocks don't move... I think he means make them as close to possible to a hexagon.
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[1.10.2] How do I re-use a vanilla texture?
Animefan8888 replied to Arphahat's topic in Modder Support
Do you mean models > block? Depends on which tiddly wink you actually want. He said "texture" in the thread title, I pointed towards the texture folder. Fair point. -
[1.10.2] How do I re-use a vanilla texture?
Animefan8888 replied to Arphahat's topic in Modder Support
Do you mean models > block? -
[1.10.2] How do I re-use a vanilla texture?
Animefan8888 replied to Arphahat's topic in Modder Support
You need to create a blockstate json for your block pointing it to the portal blocks model. -
Good point lol, I always forget that those use BlockStates...., but he isn't making a crop so he shouldn't have to worry about that event.
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Blockstates are created when you apply a property to them in this case you will want to use PropertyInteger. Code wise you will need to override getMetaFromState(IBlockState), getStateFromMeta(int meta), and createBlockState(). For an example look at BlockFurnace, BlockWool, BlockPiston. Those all have BlockStates although I don't think any use PropertyInteger, but they are applied the same way.
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[1.10] Crafting Recipes for Individual Players
Animefan8888 replied to cjs07's topic in Modder Support
It's kinda based on the player. Each player would have their own set of crafting recipes based on the research they have completed. So it's not a property of the player that can be obtained through an instance of a player. The recipes that are available are based on the researches that the player has completed. So, for example, if a research correlates to the recipe for diamond pickaxe, a player who has completed the research would be able to craft it, but a player who has not completed the research would not be able to. How do you expect to store this data if not with the player? Its associated with the player, not stored within the player. So players are associated with their completed researches in a Map object or something similar, since unless I'm mistaken, there is no way to store it directly within the PlayerEntity class. The capability system is how you would store it, and if you stored it in a Map/List then how would it persist. Ie if I get off of my world and back on, how would I have my recipes. -
[1.10] Crafting Recipes for Individual Players
Animefan8888 replied to cjs07's topic in Modder Support
It's kinda based on the player. Each player would have their own set of crafting recipes based on the research they have completed. So it's not a property of the player that can be obtained through an instance of a player. The recipes that are available are based on the researches that the player has completed. So, for example, if a research correlates to the recipe for diamond pickaxe, a player who has completed the research would be able to craft it, but a player who has not completed the research would not be able to. How do you expect to store this data if not with the player? -
[1.10] Crafting Recipes for Individual Players
Animefan8888 replied to cjs07's topic in Modder Support
You will need to use your own crafting handler, or your own crafting block/te/container. -
Isn't "whether or not an item can be inserted into any given slot" handled server side anyways? Could you maybe provide more info ie code?
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For a multiblock structure of that kind, you use a central block (containing a tile entity with a model, = the waterwheel) and fake blocks around it which are invisible but have collision, so they block the space. For a multiblock forming/unforming code you will need tileentities in your fake blocks too. I would use a Master TileEntity in the middle and slave Tileentities around it. How exactly you code the multiblock depends on how you want it to function. should it be built by the player? Or only one block should be placed and the fake blocks spawn automatically? SO it appears a block can in fact support a max of 3 x 3 x 3 model. I turns out my model is just a tad bit under 3 blocks. my model is in fact 22.5 -> -22.5 which makes it 45 x 45 x 16 just under 48 x 48 x 48 max that a block can support. I think a tiled entity is a must for custom animation rotation tho. I think I lucked out that I didn't make my model too big I got a waterwheel and a windmill both pretty much same thing . Rotating devices one water powered one wind powered. Both are under 3 x 3 x 1 and both rotate and function pretty much same one. If I get to figure one out the other is 90% done. What about entity collision?
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Does it currently just dig down one line of blocks? Or does it complete a chunk?
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Do you have any OOP experience? i dont think so (i dont know what OOP is) i just learn before a bit of "C++" and i codetbefore in "AutoIT" like "Ingame Bots" which more around the character etc etc .. OOP is Object Oriented Programming, and C++ which can be OOP. Note always use @Override unless you are creating the method yourself.
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How about storing a boolean, or even a byte to differentiate between render and dont render.
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First off dont bump so often, and second off what is line 131 of CheeseTeleporter.
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Try registering your event handlers in preInit
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For fluid in a TE use the IFluidHandler capability, and for crafting look at how vanilla handles it either The crafting table, or the furnace classes.