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fabricator77

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Everything posted by fabricator77

  1. You can just de-register dimensions -1 and 1, and put your own WorldProvider in their place. Look at forge's DimensionManager.
  2. in WorldGenAPI ItemStack it = is[r.nextInt(amountOfItems - 1) + 1]; But your giving it only 1 for amountOfItems in WorldGenWorkShop End result, r.nextInt(0) which is returning -1 sometimes and crashing things. I'd fix placeChestWithContents and placeModdedChestWithContents, you've got multiple problems, for instance nowhere does it set the size of the itemStack placed in the chest inventory.
  3. Try this, based upon differences between your code, and the renderer for Minecraft chests. public void renderTileEntityAt(TileEntity tileentity, double x, double y,double z, float f) { GL11.glPushMatrix(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glTranslatef((float)x + 0.5F, (float)y - -1.5F, (float)z + 0.5F); GL11.glRotatef(180F, 0F, 0F, 1F); bindTexture(texture); GL11.glPushMatrix(); model.renderModel(0.0625F); GL11.glPopMatrix(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glPopMatrix(); } It
  4. pre 1.7.2 There is a list of biomes, you randomly choose one, then apply rivers and rare/edge/sub biomes. post 1.7.2 There is 4 separate lists of biomes, which are created in such a way as to apply all sorts of rules to what goes where. This is the main reason there isn't a simple GameRegistry.addBiomes any more. As you'd need to have 4 separate ones, plus some way to deal with Minecraft's own biome rules that make Mesa 50% of the desert biomes for instance. There are work arounds, which involve a lot of extra code to either: 1. Provide your own GenLayer replacement code to sw
  5. This should be made into a Forge pull request, as a number of modders are going to hit the same problem. MinecraftServer.java would be the one to patch to fix this right ? Add a check for every worldServer to see if all the players in that dim are sleeping.
  6. Tinkers Construct for 1.7.2 https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/tconstruct/items/Manual.java Been meaning to look at how it works myself, but got a bigger mod to finish first.
  7. I think you'll find the real issues are memory and speed. How long does it take to generate a hash ? How long does it take to retrieve a set of values (from the hash table) for a single block ? How many blocks in world ? How much memory total for the number of blocks ? Even if you have a single one of your blocks visible, you need to have the data for all of them in memory. Also where do you plan to store the data itself ? Using a TileEntity is a much simpler method, especially if you need to add extra values for each block.
  8. Maybe you've just included the wrong class in your header, for example there are multiple Block classes, only two of them are part of Minecraft.
  9. I did ask if they had any more details on this, no reply. Most likely it's the Teleporter class, as that creates (and presumably hangs onto) a number of things like two WorldServers. Could also be a lot of different things in the world itself, like chunk loading/unloading.
  10. So create a core mod, it's still possible to edit base classes that way.
  11. It's failing to create the child process, which is the actual server that generates the world, saves it etc. Could be a security setting, in java or your anti virus. Try using a locally installed MinecraftServer, adding forge to it and see if that works.
  12. In EntityEnderman.java another 256 block limit. private static boolean[] carriableBlocks = new boolean[256]; and if (carriableBlocks[block.getIdFromBlock(block)]) Another derp from Mojang, and yes it does crash at that if statement when the ID is above 255. Only fix at the moment is to use /gamerule mobGriefing false . Also none of the sound effects for the Witch mob work, not sure when/how that happened.
  13. Could also try replacing the mob spawns with EntityTNTPrimed and let the mobs blow everything up for you.
  14. OK I've got two @SubscribeEvent handlers Neither of them work for my purposes. This one is called when the Player is connected, which does work most of the time. However sometimes the data is needed before the world loads, which causes a crash. public void onPlayerLoggedIn(PlayerLoggedInEvent event) called earlier, seems ideal, but as client isn't initialized at this point, the packet send isn't received. I cut and pasted the packet send code into two classes, the other is a CommandBase (server chat command) so common code in both. public void onClientConnected (ServerConn
  15. I need the replacement methods for 1.6.x's IConnectionHandler, namely connectionReceived (server side) and connectionClosed (client side). Specificity connectionReceived was triggered after the mod version check etc but before world loading. This is for a mod that needs to register/de-register something client side, and the server sends the details as a event when the client connects. I'm storing the data so it can be removed by the client. I've found a few different classes that deal with this, but no obvious way to subscribe to the events or to insert my own event handler. This
  16. Tinkers' Construct also adds a house and villager. The source is freely available here for anyone that wants to learn this sort of thing. https://github.com/mDiyo/TinkersConstruct
  17. I'm blaming Mojang for some of this nonsense. If you take a look in FolderResourcePack.java if (!s.equals(s.toLowerCase())) { this.func_110594_c(s); } which roughly translates as: if mod name contains upper case letters, then throw an error and refuse to do anything with it. Anyone happen to know which string it uses in this function, eg is it Mod.modid, Mod.name or something else ?
  18. ForgeEssentials, basically a Forge version of Bukkit Essentials. http://www.minecraftforum.net/topic/1661157-forgeforgeessentials-bukkit-functionality-for-your-forge-server/
  19. Yes it would work, you can either use X and Z chunk, or X and Z block coordinates (8x), depending on how you want to setup your code. It doesn't matter if small structures cross chunk boundries btw, the generator can cope with that.
  20. Hmm the part where its possible to find that information. It should be in the wiki or some text file in the project itself, not in some random thread involving a minor bug fix. Read what, the python scripting ? Which like MCP contains no real code comments I might add. Code and function are not always one and the same. Thing is none of the minecraft base classes I'm patching exist in Forge yet, so its simply a straight patch between vanilla and modified files. So all I need is to have it loop though some directory pairs, find the differences and produce the .patch files.
  21. Sorry LexManos or whoever built these scripts, but I just can't figure out how to get it to work as it should. But after 4 days of fiddling around and poking it with a stick, its still driving me crazy. First problem, complete lack of documention (that I can find online) on what build/release/setup actually do. I have MCP 7.2 and Forge from this link as the zip file version. https://github.com/MinecraftForge/MinecraftForge Extract MCP, put forge folder within that, add minecraft bin folder to the jars folder. I understand what update_patches does, and that part works AFAIK b
  22. Finally solved a bug that was causing poor chunk generation speed (and errors). Mineshafts include rails in chests, which is a block, and the code for that was causing problems untill moved into minecraft base class instead of forge class.
  23. From the website: So its dead in the water at the moment, and the last version is for Minecraft 1.2.5, so it would need the same sort of rewrite that forge is currently going through. In any case a C# project is going to face other problems, like Minecraft servers that use linux based operating systems. Anyone that has done modding before has had to learn a new language, I've written a mod LUA long before Minecraft existed, so learning Java was just another language.
  24. I've added a few lines of code to StructureComponent so it can determine its called class, eg: ComponentMineshaftCorridor.class and use that name to store each set of loot. This way any structure created gets its own unique loot set, even ones added by modders. Still need to write a data structure to store it all, then look at the pull request. StructureComponent.class contains: func_74879_a Loot chests func_74869_a Dispensers So I might at well tap into the Dispenser code, so mean people can put fire arrows in them or something.
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