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Jershy

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Everything posted by Jershy

  1. Use an event, an event is something that happens in minecraft like a chuk load or terain gen, that is how they spawn caves and caverns and mineshaft, well you get the idea. there is a tutorial on them in the forge or a really good one @ http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-forge-1-6-4-1-8-eventhandler-and (soory if it isnt a hyper link) but that contains things like terrain gen. So TRY IT OUT .But yes that needs to be in some sort of forge-registered class and a tickhandler probobly that watches Chunk.Load but would be very complicated, i would highly suggest that you use events though. They greatly reduce lag be being called upon only when needed. This is irrelevant but FYI, strawberries aren't grown on bushes
  2. Every time I attempt to run minecraft in eclipse is load up untill it starts the client main class note that i did not touch that file and that i have tried resetting my work-space using gradle (5 times)and yet the problem persists. Thank you for reading this post, please feel free to criticize the way i do things so I can become better.
  3. I am using the latest forge 1.7.10 version, now at least but the problem persists
  4. Since updating to 1.7.10 my mod has been experiencing extreme lag making enjoyable game play impossible. Icompile the mod, during the compilation the batch points to my mod class with this warning. warning: [options] bootstrap class not set in conjunction with -source of 1.6 Note:\build\sources\java\src\IVWeather\IVWeather.java uses or overrideds a deprecated api ;as the program suggests i run with --debug as expected it didn't help at all. this is my mod class
  5. Every time i attemp to spawn my entity in the world it crashes. The crash report, leads me to the line 92 of my entity class, where I create a biome gen base that is from the world method getBiomeGenFromCoords. I have tried all that i could to attempt to fix this crash. Entity class Thank You, and feel free to be critical.
  6. Sorry for that weird post
  7. I have looked all over the place searching for an explanation of how to create a config file in 1.7.2.I havent been able to find anything. please give some pointers. Thank You,
  8. I am having difficulties finding how to create an event that spawns an entity for every new biome loaded. I have searched through the forge events' src code with no avail. I don't want this to randomly spawn but spawn upon the instance of a new biome loaded. Any help would be appreciated, Thank You
  9. Iam having a problem with an entity earlier and fixed the client crash but the server crashes when ever i load a world. I do noteven know where to start with fixing my problem because it is a server crash only and not being traced to the entityclass please help entity class
  10. i have created an entity similar to the fallingblock entity though when i spawn it in with an Item ( ) i get this error message entity class as delcared in mod class please help, Thank you
  11. because it would give me an error message if i did not
  12. I have been having trouble making a water block that like the vanilla block has certain heights it can achieve. But unlike the normal water block this block degrades the height of the parent block as it sets the preceding blocks. Also it moves blocks as well (you don't have to worry about that that is not the problem nor is it yet been added). it does not duplicate but just sits except when you place it near other normal water blocks. package IVWeather.iv.block; import net.minecraft.block.Block; import net.minecraft.block.BlockLiquid; import net.minecraft.block.material.Material; import net.minecraft.init.Blocks; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockRushingWater extends BlockLiquid{ public float LiquidHieght; public BlockRushingWater(Material m_1) { super(m_1); LiquidHieght = .1F; setBlockBounds(0, 0, 0, 1, LiquidHieght, 1); } public void spreadOverArea(int par1, int par2, int par3, IBlockAccess iba, World world) { int a1 = par1; int a2 = par1; int a3 = par1; Block blockA = iba.getBlock(a1 - 1, a2, a3); Block blockB = iba.getBlock(a1 + 1, a2, a3); Block blockC = iba.getBlock(a1, a2, a3 - 1); Block blockD = iba.getBlock(a1, a2, a3 + 1); int i = world.getBlockMetadata( par1, par2, par3); if(this.LiquidHieght > .05) { if(blockA == Blocks.air) { world.setBlock(a1 - 1, a2, a3, Block.getBlockById(Block.getIdFromBlock(this) - 1), i, 2); world.scheduleBlockUpdate(par1, par2, par3, Block.getBlockById(Block.getIdFromBlock(this) - 1), tickRate(world)); this.LiquidHieght = LiquidHieght/ 2; } if(blockB == Blocks.air) { world.setBlock(a1 + 1, a2, a3, Block.getBlockById(Block.getIdFromBlock(this) - 1), i, 2); world.scheduleBlockUpdate(par1, par2, par3, Block.getBlockById(Block.getIdFromBlock(this) - 1), tickRate(world)); this.LiquidHieght = LiquidHieght/ 2; } if(blockC == Blocks.air) { world.setBlock(a1, a2, a3 + 1, Block.getBlockById(Block.getIdFromBlock(this) - 1), i, 2); world.scheduleBlockUpdate(par1, par2, par3, Block.getBlockById(Block.getIdFromBlock(this) - 1), tickRate(world)); this.LiquidHieght = LiquidHieght/ 2; } if(blockD == Blocks.air) { world.setBlock(a1, a2, a3 - 1, Block.getBlockById(Block.getIdFromBlock(this) - 1), i, 2); world.scheduleBlockUpdate(par1, par2, par3, Block.getBlockById(Block.getIdFromBlock(this) - 1), tickRate(world)); this.LiquidHieght = LiquidHieght/ 2; } } } public void MakeHieghtAmount() { this.setBlockBounds(0, 0, 0, 1, LiquidHieght, 1); } public void accumulate() { } }
  13. tank you that was very helpful
  14. I want to use the base game loop that almost all the functions of Minecraft uses. Unfortunately the answers that I found for using them were outdated or irrelevant. What i want to do is create a method where a game object moves for blank every blank ticks. please help public double moveY(int par1) { int i = 0; for(i = 0, i <(ticks here), i++ { this.posY = i * par1; } return this.posY; } thank you.
  15. i dont know about the player ,for i haven't done much whit it but, you would go about doing it by a line of code similar to this. EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.5F); only EntityLightningBolt el = new EntityLightningBolt(World par1World, double par2, double par4, double par6); hope that helped
  16. I would like to know a bit about Bounding boxes and how they work. What I am trying to do is create an effect entity where the air blocks inside the bounding box moves up with the entity creating wind, how could I do that. private void getBoundingBoxAirmass(Block block) { }
  17. I would like to create a weather entity for a mod i amcreateing where the entity expands untill it hits the ground or another one of the same entities. Is there a method i can add to my constructor to where that is possible?

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