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Everything posted by TheAwesomeGem
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[1.12.2] How to get the list of all the biomes in a chunk?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
Should I do this to get the integer ID of a biome? Biome.REGISTRY.getIDForObject(Biomes.OCEAN); -
[1.12.2] How to get the list of all the biomes in a chunk?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
Is it efficient to loop through the biome ids byte array to see if it matches a certain biome id? Can other mods ever change the default vanilla biome ids? -
What is the best way to keep track of time for a long time?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
Is it the time since the world was created? So if it's day 0 and I just create the world, it should be 0. However as time passes, that number gets added and doesn't reset after an extended period of time right? -
What is the best way to keep track of time for a long time?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
I don't want a ticker that ticks all the loaded chunks. That doesn't sound all that performance friendly. I already have capabilities attached to each of my chunk but I don't want to tick each chunk just to keep track of time. -
What is the best way to keep track of time for a long time?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
That's not too persistent though. Then I would have to have a ticker for each objects that keeps track of time. Is there any variable that gives me this info? int worldTime = world.getTime(); // This variable needs to give me the absolute time since the world has been created. then I could use that time and check for time elapsed. However I am not finding such variable that keeps an absolute time since the world was created. -
[1.10.2] [SOLVED] Side threads running.
TheAwesomeGem replied to Differentiation's topic in Modder Support
Would it be possible to ever have a warning in the console when you try to reach over different threads between client and server? That would help for people that are unsure that they are reaching sides. -
[1.12.2] How does the GUI/UI system works?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
Hey I followed your tutorial and learned a lot about GUI drawing and containers. However one part that I don't get is the size and positioning. Are they absolute values in pixels or relative? Also how do I support my UI in different resolution and Gui Size(like Small, Normal or Large)? -
[1.12.2] How does the GUI/UI system works?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
So If I were to make a TileEntity based GUI, my only option is a Container right? Since that has information from both server and client(server gives info to client to open the UI and client and talk back to the server when the container changes). Or is there anything else I am missing? -
[1.11] Check if block is all types of LOG
TheAwesomeGem replied to MSpace-Dev's topic in Modder Support
How about this? if(worldIn.getBlockState(pos).getBlock().equals(Blocks.LOG) || worldIn.getBlockState(pos).getBlock().equals(Blocks.LOG2)) I would personally just use Ore Dictionary to support even modded logs but that should work for all vanilla logs. -
Is there any guide/tutorial on how the GUI/UI works in Minecraft and Forge? I know you use Containers if you want Inventory, otherwise draw the UI with OpenGL stuff. Is OpenGL the best way to draw GUI/UI? Also how does the positioning works? Is it relative or absolute? Thank you.
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What is the purpose of the @ObjectHolder?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
Wow that's actually pretty cool and very handy to modify aspects of other mod without an API. Thanks a lot! -
What is the purpose of the @ObjectHolder?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
So what exactly is a domain holder? Does it just hold the resourcelocation? -
What is the purpose of the @ObjectHolder?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
Which means if I were to have a public static final Item ItemName from another mod, whenever that mod loads, my variable will get injected it's data? -
On the official doc, I see that @ObjectHolder injects values and that if the class has that annotation, all the public static final members do as well. But what does it mean? What if I have a "public static final Block test_block" variable. What will forge inject into it? Will it auto register that block?
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(1.12) How to a retrieve an item's recipe?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
Is it okay to do the lookup after the whole initialization phase. For example on events such as when player interacts with a block, it will loop through all the recipes to see the matching output? -
Including support for mods that even tweaks recipes like MineTweaker. How would I retrieve a recipe that is also been modified by MineTweaker/CraftTweaker?
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[1.10.2] How to make structures bigger than a chunk?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
It seems like I need to do it on my own way since Forge/MC doesn't have any support for those kind of structures. Thanks anyway! -
I am trying to load structures that are bigger than a chunk(like a fort/castle) however I am struggling to find the method to do that. Inside the structure I will have points that are randomized(for example, it may contain traps or not based on RNG) however the structure itself(fort/castle) is generated the same way on the land. The size of the structure is like 128x64x64. Any help/documentation is really helpful.
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[1.11.2] How to generate structures bigger than a chunk
TheAwesomeGem replied to GooberGunter's topic in Modder Support
Is this method also supported in 1.10.2? If so, can I still have some randomization in structures? -
[1.10.2] How to check if an entity can't reach it's path?
TheAwesomeGem replied to TheAwesomeGem's topic in Modder Support
There is a method called .isFinished but putting it on the update loop doesn't make much sense as it doesn't signify if they can't calculate the path or not or if it's being blocked by an obstacle.