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DarkGuardsman

Forge Modder
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    USA ohio
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    Too Many Mods

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  1. I'm doing a quick survey on how other devs use onBlockDestroyedByExplosion in there own work. Who am I I'm the current owner/developer of ICBM and head developer for Universal Electricity modding organization. Why the survey I've been making an effort to reach out to more devs before assuming things. This way my work is well supported, handles how each dev does there own work, and is very flexable. In this case i'm working on increasing the functionality of the original ICBM mod while rewriting it from the ground up. How to answer the survey Give the use case a quick name followed by what happens. Keep it short and generic so it can be applied to any block out side your own work. You do not need to explain why you code your block with the use in mind. Instead just say what the block does when the method is called and any related logic after the call. Your are not required to but feel free to list the mod, block/tile, and example code. This way other devs can use this thread to understand the same thing i'm working on. Mod name and blocks will only be used to compile a list per use case. Code will not be used without your permission and it is advised to list the code's copy right if it has one. [h2]Use Cases[/h2] A use case is a unique example of how something will work or be used. For those that have never used them they are widely used to help design how code will work. Mainly to plan out every realistic action the code should support. In this case the action is triggered by the block being removed by an explosion with or without item drops. Each case is either unique or a sub case of generic use case. While all uses cases are nice there is also a list of use cases that will end up being blocked. This is to prevent issue that most player do not like to see in mods. Mainly duplication of items and crashes due to assumptions made when creating blocks. #1 Event Trigger Any event fired to let other mods, blocks, entities, or object know the block has been destroyed. Example of this are mods that need the event to trigger an action for cleanup. Another example is an entity linked to the block that may be removed if the block is gone. #2 Blow up Explosive like blocks that trigger more removal of blocks. Example of these blocks are Minecraft's TNT, explosive+, icbm, and resonant induction's reactors. #3 Visual Effects Blocks that create effect when they are removed. For example generating particles of smoke or pixel to indicate the block is done. #4 Block Placement Blocks that turn into another block when destroyed by an explosive. Example of this are glass to glass fragments, stone bricks to cracked stone bricks, stone to cobble stone, or wood to mulch. #5 Unique Item Drops Blocks that drop special items when destroyed by explosives. A few mods do this to gain crafting items as an extra step in getting high level blocks. #5 Normal Item Drops Blocks that drop items or call the dropItem method when remove by explosives. In which the same items are drop as if it was removed by a player. This is actually something a block should never do as most explosives will call the dropItem method. This way result in duplicated items as a future warning to other devs. If any dev does this in there code they need to ensure that the dropItem method doesn't drop blocks as well. This can be done by adding a location based boolean HashMap<Vec3, boolean> or List<Vec3> #6 Fragment Effects Any block that creates entity projectiles to harm entities around the block. Examples are ICBM's explosives that turn blocks into shrapnel and generate shrapnel entities drop the explosive block. #7 Spawn Entity Blocks that create new entities when destroyed. I'm unsure of example of this as its not commonly done. However, depending on the entity i may skip calling the destroy method to save memory creating the entity. As the explosive can cause 1 to 1/2 Million points of damage to any entity it finds after destroying all blocks. #8 Mutliblocks Not entirely related to the method call but it is useful to know if a multiblock system will cause issues. I've run into several examples of mods assuming blocks exist. For example a mutliblock barrel/crate mod that uses vec3 to find its core block. In which it never checked if the tile exists but just cast right away to its assumed type. Causing both NPE and can't cast exceptions.
  2. Without actually reading threw your code it should be as simple as making a list, shuffling the list, and then pulling out a random item from the list. You'll want to store either new Entity instances or classes in the list. Then do the rest after getting a valid Entity from the list.
  3. I've been running a server for a while and have never run into this issue before. As well the company i rent the server threw(fragnet) has never seen this error can't help me more. I've done 2 clean installs of my server to try to resolve this issue as well other normal error resolution when it comes to mods. Nothing seem to work and since i'm running forge i though to ask here. Details *MC 1.5.1 Forge 7.7.1.615 & 687 *Server is virtual and managed by McMyAdmin *Error with and without mods *Used both normal client and technic Launcher *Server IP: 108.174.48.205 *Server modpack threw technic http://www.technicpack.net/api/modpack/built-broken-server-pack Recent Changes Added: Modular force field system Added: Flan's Planes Added: Enjin_Minecraft_Plugin Updated: Assembly Line and Fluid Mechanics which both i code so there not the issue since i use the custom packet payload(ID 250 if i'm correct) Error log 2013-06-10 19:21:12 [iNFO] [sTDERR] java.io.IOException: Bad packet id 86 2013-06-10 19:21:12 [iNFO] [sTDERR] at net.minecraft.network.packet.Packet.func_73272_a(Packet.java:153) 2013-06-10 19:21:12 [iNFO] [sTDERR] at net.minecraft.network.TcpConnection.func_74447_i(TcpConnection.java:327) 2013-06-10 19:21:12 [iNFO] [sTDERR] at net.minecraft.network.TcpConnection.func_74450_c(TcpConnection.java:547) 2013-06-10 19:21:12 [iNFO] [sTDERR] at net.minecraft.network.TcpReaderThread.run(SourceFile:94) Mod list *sorry its a pic but i need to get back to work http://puu.sh/3cVi0.png Its the same on the server just without the mini-map mod and the server as well has the Enjin_Minecraft_Plugin for forge.
  4. ok thanks not sure which mod as most of them do nothing on start up or on world gen. Only one i can think of would be ICBM...
  5. *cough cough* i'm a modder that why i'm asking since i have to try 3 or 4 times to get a test world going. As well i need to know the source to know if its forge or a mod so i don't spend all day looking for a bug i can't fix.
  6. ok and thank you got it working after i updated for the 3rd time. However, is there any issue with the newest version memory leaking on world creation?
  7. Forge build 660+ This is the strangest error i've gotten and i have no clue how to fix it. When my dev environment crashes i don't get a stack trace but rather a crash when it tries to make one. I've tried several version of forge between 650-674. I've re-install mcp, eclipse, java tested with and without mod code. In debug it will crash with the error bellow or a memory leak. http://pastebin.com/zMhrZUHB If you need anymore info i can give a setup of my dev environment and how i use it.
  8. Forge build 660+ This is the strangest error i've gotten and i have no clue how to fix it. When my dev environment crashes i don't get a stack trace but rather a crash when it tries to make one. I've tried several version of forge between 650-674. I've re-install mcp, eclipse, java tested with and without mod code. In debug it will crash with the error bellow or a memory leak. http://pastebin.com/zMhrZUHB If you need anymore info i can give a setup of my dev environment and how i use it.
  9. Create a player handler that keeps track of each player. Then when a player is told to follow have the handler take over movement for the player. In which you'll have to tell it to change direction, and velocity. I would tell you more but i've not made a player handler myself. As for changing the direction and velocity you need to get the player and simple tell it to rotate X degrees and increase or decrease by X velocity. look at a few things in here for some help. This mod manages the player to provide jump, fly, and run assist. https://github.com/MachineMuse/MachineMusePowersuits/tree/master/src/minecraft/net/machinemuse/powersuits
  10. i could use this as well when i finally move from zip formate to jar.
  11. yes there is but i suggest against it since i've had issue with the additional data being lost on death. method is called getEntityData() its at the bottom of the Entity.class and can be used for any entity not just the player.
  12. if your not using all your meta data you could use on block placed by, get the players angle, and then set the meta += the angle. Though that only work if you use 4 meta data per block for normal rotation, 6 if doing up and down.
  13. hmm that could work, while i try to figure out how to do that you have a tut i could use to help me along. Also ty.
  14. i'm trying to avoid saving to a custom NBT file. Really want to see if i can just save to the player first though i'm already working on a backup plan. I have yet to use a hashMap in programming but good idea to have a way to check to make sure the data matches. I might make a system after i'm done to catch cheating/hacks to cause players stats to go up. However, i do need to save since i will be copying data between servers.
  15. bump to the light. Still havn't found a way around this
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