Everything posted by NeoSup2130
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[17.10]Custom Biome filling with own stone
Thanks!
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[17.10]Custom Biome filling with own stone
It seems impossible to change the filling block (Not this.fillerBlock) because genBiomeTerrain is final. So if I want to change this do I've to make my own BiomeGenBase?
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[1.7.10]Changing the whole sky not just a little bit
I changed the sky color but the sides are not changed. Here's a picture Is it possible to change it completely?
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[1.7.10]How to stop multiple mobs from spawning
I can't figure it out.... this is the code where i use a loop while(name.equals(EntityChief.class) || name.equals(EntityVVillager.class) || name.equals(EntityVPig.class) || name.equals(EntityVChicken.class) || name.equals(EntityVCow.class)){ EntityRegistry.removeSpawn(entityClass, EnumCreatureType.ambient, BiomeGenBase.beach, BiomeGenBase.desert, BiomeGenBase.forest, BiomeGenBase.plains, BiomeGenBase.birchForest,BiomeGenBase.birchForestHills, BiomeGenBase.coldBeach, BiomeGenBase.coldTaiga, BiomeGenBase.coldTaigaHills,BiomeGenBase.deepOcean, BiomeGenBase.desertHills, BiomeGenBase.extremeHills, BiomeGenBase.extremeHillsEdge, BiomeGenBase.extremeHillsPlus, BiomeGenBase.iceMountains, BiomeGenBase.forestHills, BiomeGenBase.savanna, BiomeGenBase.savannaPlateau, BiomeGenBase.taigaHills, BiomeGenBase.taiga, BiomeGenBase.swampland, BiomeGenBase.stoneBeach,BiomeGenBase.roofedForest, BiomeGenBase.mesaPlateau_F, BiomeGenBase.mesaPlateau, BiomeGenBase.mesa, BiomeGenBase.megaTaigaHills, BiomeGenBase.megaTaiga, BiomeGenBase.jungle); }
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[1.7.10]How to stop multiple mobs from spawning
Because he's a boss mob and what do you mean with "That does not require copy and paste" do you mean i have to type it out or can i use an arry list?
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[1.7.10]How to stop multiple mobs from spawning
In my code i have put EntityRegistry.removeSpawn(EntityChief.class, EnumCreatureType.ambient, BiomeGenBase.beach, BiomeGenBase.desert, BiomeGenBase.forest, BiomeGenBase.plains, BiomeGenBase.birchForest, BiomeGenBase.birchForestHills, BiomeGenBase.coldBeach, BiomeGenBase.coldTaiga, BiomeGenBase.coldTaigaHills, BiomeGenBase.deepOcean, BiomeGenBase.desertHills, BiomeGenBase.extremeHills, BiomeGenBase.extremeHillsEdge, BiomeGenBase.extremeHillsPlus, BiomeGenBase.iceMountains, BiomeGenBase.forestHills, BiomeGenBase.savanna, BiomeGenBase.savannaPlateau, BiomeGenBase.taigaHills, BiomeGenBase.taiga, BiomeGenBase.swampland, BiomeGenBase.stoneBeach, BiomeGenBase.roofedForest, BiomeGenBase.mesaPlateau_F, BiomeGenBase.mesaPlateau, BiomeGenBase.mesa, BiomeGenBase.megaTaigaHills, BiomeGenBase.megaTaiga, BiomeGenBase.jungle); But that mob still spawns And i want to remove multiple mobs from spawning, but do i have to copy and paste the above code and renaming the EntityClass?
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[1.7.10]How to stop multiple mobs from spawning
How do i fix this? I'm using this code: package com.neosup.VampZ.handler; import java.util.Random; import net.minecraft.entity.EntityList; import net.minecraft.entity.EnumCreatureType; import net.minecraft.world.biome.BiomeGenBase; import com.neosup.VampZ.MainClass; import com.neosup.VampZ.entity.EntityChief; import com.neosup.VampZ.entity.EntityForestHunter; import com.neosup.VampZ.entity.EntityHunter; import com.neosup.VampZ.entity.EntityVChicken; import com.neosup.VampZ.entity.EntityVCow; import com.neosup.VampZ.entity.EntityVPig; import com.neosup.VampZ.entity.EntityVVillager; import cpw.mods.fml.common.registry.EntityRegistry; public class EntityHandler { public static void registerMonsters(Class entityClass, String name) { int entityId = EntityRegistry.findGlobalUniqueEntityId(); long x = name.hashCode(); Random random = new Random(x); int mainColor = random.nextInt() * 16777215; int SubColor = random.nextInt() * 16777215; EntityRegistry.registerGlobalEntityID(entityClass, name, entityId); EntityRegistry.registerModEntity(entityClass, name, entityId, MainClass.instance, 64, 1, true); EntityList.entityEggs.put(Integer.valueOf(entityId), new EntityList.EntityEggInfo(entityId, mainColor, SubColor)); EntityRegistry.addSpawn(entityClass, 5, 2, 4, EnumCreatureType.monster, BiomeGenBase.beach, BiomeGenBase.desert, BiomeGenBase.forest, BiomeGenBase.plains, BiomeGenBase.birchForest, BiomeGenBase.birchForestHills, BiomeGenBase.coldBeach, BiomeGenBase.coldTaiga, BiomeGenBase.coldTaigaHills, BiomeGenBase.deepOcean, BiomeGenBase.desertHills, BiomeGenBase.extremeHills, BiomeGenBase.extremeHillsEdge, BiomeGenBase.extremeHillsPlus, BiomeGenBase.iceMountains, BiomeGenBase.forestHills, BiomeGenBase.savanna, BiomeGenBase.savannaPlateau, BiomeGenBase.taigaHills, BiomeGenBase.taiga, BiomeGenBase.swampland, BiomeGenBase.stoneBeach, BiomeGenBase.roofedForest, BiomeGenBase.mesaPlateau_F, BiomeGenBase.mesaPlateau, BiomeGenBase.mesa, BiomeGenBase.megaTaigaHills, BiomeGenBase.megaTaiga, BiomeGenBase.jungle); EntityRegistry.addSpawn(EntityHunter.class, 1, 1, 2, EnumCreatureType.creature, BiomeGenBase.beach, BiomeGenBase.desert, BiomeGenBase.forest, BiomeGenBase.plains, BiomeGenBase.birchForest, BiomeGenBase.birchForestHills, BiomeGenBase.coldBeach, BiomeGenBase.coldTaiga, BiomeGenBase.coldTaigaHills, BiomeGenBase.deepOcean, BiomeGenBase.desertHills, BiomeGenBase.extremeHills, BiomeGenBase.extremeHillsEdge, BiomeGenBase.extremeHillsPlus, BiomeGenBase.iceMountains, BiomeGenBase.forestHills, BiomeGenBase.savanna, BiomeGenBase.savannaPlateau, BiomeGenBase.taigaHills, BiomeGenBase.taiga, BiomeGenBase.swampland, BiomeGenBase.stoneBeach, BiomeGenBase.roofedForest, BiomeGenBase.mesaPlateau_F, BiomeGenBase.mesaPlateau, BiomeGenBase.mesa, BiomeGenBase.megaTaigaHills, BiomeGenBase.megaTaiga, BiomeGenBase.jungle); EntityRegistry.removeSpawn(EntityChief.class, EnumCreatureType.ambient, BiomeGenBase.beach, BiomeGenBase.desert, BiomeGenBase.forest, BiomeGenBase.plains, BiomeGenBase.birchForest, BiomeGenBase.birchForestHills, BiomeGenBase.coldBeach, BiomeGenBase.coldTaiga, BiomeGenBase.coldTaigaHills, BiomeGenBase.deepOcean, BiomeGenBase.desertHills, BiomeGenBase.extremeHills, BiomeGenBase.extremeHillsEdge, BiomeGenBase.extremeHillsPlus, BiomeGenBase.iceMountains, BiomeGenBase.forestHills, BiomeGenBase.savanna, BiomeGenBase.savannaPlateau, BiomeGenBase.taigaHills, BiomeGenBase.taiga, BiomeGenBase.swampland, BiomeGenBase.stoneBeach, BiomeGenBase.roofedForest, BiomeGenBase.mesaPlateau_F, BiomeGenBase.mesaPlateau, BiomeGenBase.mesa, BiomeGenBase.megaTaigaHills, BiomeGenBase.megaTaiga, BiomeGenBase.jungle); EntityRegistry.addSpawn(EntityForestHunter.class, 5, 2, 4, EnumCreatureType.creature, BiomeGenBase.forest, BiomeGenBase.forestHills); } } And why do i get an error when i put || this like this EntityVPig.class || EntityVCow.class
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[SOLVED]How to stop event from spamming
It seems logic to have it only for a singleplayer, because on a server it would be annoying(Every time somebody joins it becomes night) Checking whether you're in single player is different than checking if world is remote. Even in single player there is a server running. I think there is some other way to detect if you're in single player (and you still want to do the time change on the server in that case). I wanted that if you spawn in the world it would be night, but not that everytime you join it would become night. I fixed it with using getTotalWorldTime. So the problem with single/multiplayer is fixed
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[SOLVED]How to stop event from spamming
Singleplayer is exactly the same as a multiplayer server. The server is just running on the same machine. Thanks for the info
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[SOLVED]How to stop event from spamming
I fixed it with removing the IsRemote and i added getTotalWorldTime
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[SOLVED]How to stop event from spamming
a) No b) Yep
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[SOLVED]How to stop event from spamming
It seems logic to have it only for a singleplayer, because on a server it would be annoying(Every time somebody joins it becomes night)
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[SOLVED]How to stop event from spamming
Now it doesn'twork anymore package com.neosup.VampZ.handler; import cpw.mods.fml.common.eventhandler.SubscribeEvent; import cpw.mods.fml.common.gameevent.PlayerEvent.PlayerLoggedInEvent; public class Playerjoin { @SubscribeEvent public void Playerjoins(PlayerLoggedInEvent event){ if(event.player.worldObj.isRemote && event.player.worldObj.isDaytime()){ event.player.worldObj.setWorldTime(160000); System.out.println("Time has changed"); } } }
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[SOLVED]How to stop event from spamming
I'm having a problem with my event It's spamming like crazy package com.neosup.VampZ.handler; import net.minecraftforge.event.entity.EntityJoinWorldEvent; import cpw.mods.fml.common.eventhandler.SubscribeEvent; import cpw.mods.fml.relauncher.Side; public class Playerjoin { @SubscribeEvent public void Playerjoins(EntityJoinWorldEvent event){ if(event.world.isRemote){ event.world.setWorldTime(1600000); System.out.println("Time has changed"); } } }
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[SOLVED]1.7.10 PlayerTickEvent
I noticed that but i won't hurt anyone
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[SOLVED]1.7.10 PlayerTickEvent
Lol I was using MinecraftForge.EVENT_BUS.register for a FMLCommonHandler event I fixed the problem
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[SOLVED]1.7.10 PlayerTickEvent
Cool. I know right, but the PlayerTickEvent doesn't really work. So i'm looking for a different event right now.
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[SOLVED]1.7.10 PlayerTickEvent
I'm trying to make it when it's day and the player is outside he gets speed down and when it's night he get's speed up and jump boost
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[SOLVED] 1.7.10 LivingDeathEvent
Thanks i fixed it!
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[SOLVED] 1.7.10 LivingDeathEvent
I'm trying to make a mob spawn after a minecraft mob dies My code : https://github.com/NeoSup2130/Neo/blob/master/DeathEvent
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1.7.10 Trouble spawning mob after certain health
Okay is used this method : entitywolf.setLocationAndAngles((double)2, (double)1, (double)2, 0, 0); and i found out that it spawns the mob at 2, 1, 2 well that's a begin ... is there a way that game can check how many things it can spawn the mob with this code?
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1.7.10 Trouble spawning mob after certain health
So there's the problem i was using entity in another class and here i'm using entitywolf but how can i set it like : entitywolf copy location from the spawner and not yourself because in my other class i used entity instead of entitywolf
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1.7.10 Trouble spawning mob after certain health
acuatlly it makes sense because, i want it to spawn from the entity itself so if the "Real one"spawns the "Clone" it can retreat and the "Clone" can fight back
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1.7.10 Trouble spawning mob after certain health
Here's my class : https://github.com/NeoSup2130/Neo/blob/master/EntityWerewolf
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1.7.10 Trouble spawning mob after certain health
I tried putting in the onLivingUpdate World world, int x, int y, int z That caused the method not to work, what i expected I tried using worldObj : After i tested it, it still doesn't work
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