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DarkGuardsman

Forge Modder
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Posts posted by DarkGuardsman

  1. Is there a way you can have a metadata block with each metadata having a different block bound?

     

    I tried using setBlockBound in the onBlockAdded function. It works but then after I restart Minecraft and reload the world, the block bound goes back into default again (this is because the block bounds can not be called in the constructor as it depends on the metadata of the block).

     

    I checked out the door code but it didn't really help because they had the block bounds set in the constructor.

    Using a meta sensitive function and saving the block Bounds might work.

  2. TMI has an API, but I have heard that it does not always work.

     

    NEI is vastly superior to TMI, and it has an API that does work, and you can do things like that as well as far more.

     

    This is also not related to Forge.

    Love NEI didn't know it had an api. Also forges general discussion area has turned more into a mod making discussion area :).

  3. She uses tile entities

    always wonder why areas with alot of cover and panels lagged at first. Then again i'm using bukkit for my server they might have forgot to tell the tileEntities too not update every tick.

    She uses the Forge hook that lets you disable ticking for a TE.  We have had quite literally tens (maybe hundreds) of thousands of RP microblocks within a few chunks on one of my servers and it had no issues whatsoever.

    I was talking about first load into the area (eg teleporting into the area). Lag spike in other words.

  4. Maybe PlayerAPI has something that could help?

    ;/ trying to avoid using more APIs. Want to keep things simple so when players install my mods they only install forge and modloader. Since more likely they have already installed those for other mods.

  5. Add a mod_***_Version.txt in the same location as where the image is saved, and save the version of the mod that downloaded the image in the mod_***_Version.txt.

    Every time the mod loads, if the version of the mod is not equal to the version in mod_***_Version.txt, the mod would re-download the image.

    cool that will help from it redownloading every time the mod starts up. Also do i need to store my images a certain way or can i just upload and download them for photoBucket, dropbox or sourceforge?

  6. a block needs 4 files inorder to have an inventory that can be opened. BlockXXX.class, TileEntityXXX.class, ContainerXXX.class, and GuiXXX.class. Go find all the files that have furnace in there names and look at them. There should be 6 the other two file that i didn't list as need are Slot and recipes. I'm not sure if slot is need but recipes is only need if you want custom recipes for a block's crafting gui.

  7. Anyone know where is the official page for the Buildcraft API for Minecraft 1.2.5? The Buildcraft site somehow removed the download page from the menu. I searched Google and only Minecraft 1.1.0 Buildcraft API showed up.

    i found what i think is the api on there github. might want to check it and find the version you need.

  8. if you really want to remove cheating you would have to have the something scan the client every time it started. Check to make sure every file is in order with a server side cache.

  9. I am still now sure how they made the door thing. Did they use metadata? So basically once you place the block it creates another block above it?

    something like that. when the you right click with the item door. it places the bottom and top parts.

  10. Maybe you should think of animating the missile to appear above your block instead of just being in a slot. Would look really cool :)

     

    If you take a look at the Minecraft forum page for ICBM you can see the new snapshot of the missile launcher with the missile inside the silo. Looks really beast :)

    Nice. Will make designs look cool

  11. ty but, that is the same as counting the ticks on each update. I'm looking to see if there is another way that simply tells minecraft not even to think of updating the tileEntity til x time has passed. I'm trying to get it so the entire tileEntity will not update a single part of itself time x time has passed. counting ticks would cause an if statement in almost every part of my code to insure it everything is timed.

     

    Why do you have to do this? Won't using that if-statement solve the problem?

    Yes it will just looking for a better way to improve preformance of the tileEntity

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