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Ms_Raven

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Everything posted by Ms_Raven

  1. I'm not understanding how to do that... They're generating at the same spot in the world. I'm guessing that's for the same reason?
  2. Well I changed the block checks to this: Tools.println("Checking for tree placement at " + x + ", " + y + ", " + z + "."); Tools.println("Block found is '" + world.getBlock(x, y, z).getUnlocalizedName() + ".'"); Tools.println("Block above is '" + world.getBlock(x, y + 1, z).getUnlocalizedName() + ".'"); Tools.println("Block below is '" + world.getBlock(x, y - 1, z).getUnlocalizedName() + ".'"); I don't think I changed anything else but this is not even remotely how trees should generate...
  3. I changed it to this and added console print-outs. The generate() method is called, but I guess the if statement always returns false? Am I getting the world height wrong? public class WorldGenOWBloodTreeSmall extends WorldGenerator implements IWorldGenerator { public boolean generate(World world, Random rand, int x, int y, int z) { Tools.println("Checking for tree placement."); if(world.getBlock(x,y-1,z) == HorrorReg.bloodGrass) { Tools.println("Creating tree."); world.setBlock(x+2, y, z+2, Main.bloodstone, 0, 2); world.setBlock(x+2, y+1, z+2, Main.bloodstone, 0, 2); world.setBlock(x+1, y+2, z, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+2, z, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+2, z, HorrorReg.bloodGrass, 0, 2); world.setBlock(x, y+2, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+2, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+2, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+2, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+4, y+2, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x, y+2, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+2, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+2, z+2, Main.bloodstone, 0, 2); world.setBlock(x+3, y+2, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+4, y+2, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x, y+2, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+2, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+2, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+2, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+4, y+2, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+2, z+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+2, z+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+2, z+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+3, z, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+3, z, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+3, z, HorrorReg.bloodGrass, 0, 2); world.setBlock(x, y+3, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+3, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+3, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+3, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+4, y+3, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x, y+3, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+3, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+3, z+2, Main.bloodstone, 0, 2); world.setBlock(x+3, y+3, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+4, y+3, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x, y+3, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+3, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+3, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+3, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+4, y+3, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+3, z+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+3, z+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+3, z+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+4, z, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+4, z, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+4, z, HorrorReg.bloodGrass, 0, 2); world.setBlock(x, y+4, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+4, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+4, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+4, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+4, y+4, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x, y+4, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+4, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+4, z+2, Main.bloodstone, 0, 2); world.setBlock(x+3, y+4, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+4, y+4, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x, y+4, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+4, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+4, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+4, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+4, y+4, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+4, z+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+4, z+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+4, z+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+5, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+5, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+5, z+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+5, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+5, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+5, z+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+1, y+5, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+2, y+5, z+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(x+3, y+5, z+3, HorrorReg.bloodGrass, 0, 2); } return true; } @Override public void generate(Random random, int x, int z, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { int chunkX = x + random.nextInt(16); int chunkZ = z + random.nextInt(16); int chunkY = world.getHeightValue(chunkX, chunkZ); for(int i = 0; i < 10; i++) { generate(world, random, chunkX, chunkY, chunkZ); } } }
  4. Where am I multiplying the coordinates? Isn't rand(15) needed to make it generate randomly around a chunnk? It's insisting that I implement both methods when I remove either of them. Fixed the other things. public class WorldGenOWBloodTreeSmall extends WorldGenerator implements IWorldGenerator { public boolean generate(World world, Random rand, int x, int y, int z) { int chunkX = x + rand.nextInt(15); int chunkZ = z + rand.nextInt(15); int chunkY = world.getHeightValue(chunkX, chunkZ)+1; if(world.getBlock(chunkX,chunkY-1,chunkZ) == HorrorReg.bloodGrass) { world.setBlock(chunkX+2, chunkY, chunkZ+2, Main.bloodstone, 0, 2); world.setBlock(chunkX+2, chunkY+1, chunkZ+2, Main.bloodstone, 0, 2); world.setBlock(chunkX+1, chunkY+2, chunkZ, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+2, chunkZ, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+2, chunkZ, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+4, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+2, chunkZ+2, Main.bloodstone, 0, 2); world.setBlock(chunkX+3, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+4, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+4, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+3, chunkZ, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+3, chunkZ, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+3, chunkZ, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+4, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+3, chunkZ+2, Main.bloodstone, 0, 2); world.setBlock(chunkX+3, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+4, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+4, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+4, chunkZ, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+4, chunkZ, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+4, chunkZ, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+4, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+4, chunkZ+2, Main.bloodstone, 0, 2); world.setBlock(chunkX+3, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+4, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+4, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+1, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+2, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2); world.setBlock(chunkX+3, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2); } return true; } @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { int chunkY = world.getHeightValue(chunkX, chunkZ)+1; for(int i = 0; i < 10; i++) { generate(world, random, chunkX, chunkY, chunkZ); } } }
  5. public class WorldGenOWBloodTreeSmall extends WorldGenerator implements IWorldGenerator { public WorldGenOWBloodTreeSmall() { } public boolean generate(World world, Random rand, int x, int y, int z) { int chunkX = x + rand.nextInt(15); int chunkZ = z + rand.nextInt(15); int chunkY = world.getHeightValue(chunkX, chunkZ) - 1; if(world.getBlock(chunkX,chunkY,chunkZ) == HorrorReg.bloodGrass) { ...setBlock code... } return true; } @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { for(int i = 0; i < 10; i++) { int xCoord = chunkX + random.nextInt(16); int yCoord = random.nextInt(240); int zCoord = chunkZ + random.nextInt(16); (new WorldGenOWBloodTreeSmall()).generate(world, random, xCoord, yCoord, zCoord); } } }
  6. I removed that, so the problem can't be in the structure code. And like I said, one single tree did appear.
  7. Anyone? I've found ONE of my trees spawned alone in the dimension, not a single other in over an hour of searching several new worlds...
  8. This is all I have and it works fine: public class CustomRecord extends ItemRecord { private static final Map records = new HashMap(); public final String recordName; public CustomRecord(String recordName) { super(recordName); this.recordName = recordName; this.maxStackSize = 1; records.put(recordName, this); } @Override public void registerIcons(IIconRegister iconRegister) { itemIcon = iconRegister.registerIcon(Main.modid + ":" + "record"); } @Override public boolean onItemUse(ItemStack itemStack, EntityPlayer player, World world, int x, int y, int z, int par7, float par8, float par9, float par10) { if (world.getBlock(x, y, z) == Blocks.jukebox && world.getBlockMetadata(x, y, z) == 0) { if (world.isRemote) { return true; } else { ((BlockJukebox)Blocks.jukebox).func_149926_b(world, x, y, z, itemStack); world.playAuxSFXAtEntity((EntityPlayer)null, 1005, x, y, z, Item.getIdFromItem(this)); --itemStack.stackSize; return true; } } else { return false; } } @Override public void addInformation(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, List par3List, boolean par4) { par3List.add(this.getRecordNameLocal()); } @Override //TODO: getRecordTitle() public String getRecordNameLocal() { return StatCollector.translateToLocal(this.getUnlocalizedName() + ".desc"); } @Override public EnumRarity getRarity(ItemStack itemStack) { return EnumRarity.rare; } public static RecordHorror getRecord(String par0Str) { return (RecordHorror)records.get(par0Str); } @Override public ResourceLocation getRecordResource(String name) { return new ResourceLocation(Main.modid + ":" + name); } } None of that needs to be edited except for the icon texture name near the top. As for the making the item itself: record_name = new CustomRecord("Record Title").setUnlocalizedName("record_name ").setCreativeTab(CreativeTabs.tabMisc).setTextureName(Main.modid + ":" + "record"); GameRegistry.registerItem(record_name , "record_name "); And lastly in the sounds.json file: { "RecordTitle": { "category": "record", "sounds": [{"name": "RecordTitle", "stream": true}] } }
  9. That just makes it crash, repeating this... at net.minecraft.entity.projectile.EntityThrowable.onUpdate(EntityThrowable.java:229) at apocalypse.fandomcraft.horror.EntityThrowingKnife.onImpact(EntityThrowingKnife.java:34) hundreds of times...
  10. I don't know what's happening. I'm using the same code as all other projectiles, just heavily simplified without all the criticals/particles/sounds extras but every time I throw the item at a mob it just goes right through them. Why won't this hit mobs?
  11. That's in the if statement above, where it's making sure the above block is air and setting it to false if it's not. Apparently I just had to check the block UNDER what's returned in getHeightValue and got it to work.
  12. I changed the populate() method in the chunk provider to this for(int place = 0; place < 10; place++) { int x1 = chunkX + rand.nextInt(16)+8; int z1 = chunkZ + rand.nextInt(16)+8; int y1 = worldObj.getHeightValue(x1, z1);//rand.nextInt(240); (new StructureBloodTreeSmall()).generateSurface(this.worldObj, rand, x1, y1, z1); } And the structure class to this public void generateSurface(World world, Random random, int chunkX, int chunkY, int chunkZ) { if(world.getBlock(chunkX,chunkY,chunkZ) == HorrorReg.bloodGrass) { if((random.nextInt(100)+1)<=10) { boolean place = true; for (int y = 0; y<6; y++) for (int z = 0; z<5; z++) for (int x = 0; x<5; x++) if(world.getBlock(chunkX+x,chunkY+y+1,chunkZ+z)!=Blocks.air) place = false; if(place){ ...setBlock() stuff.... } } } } and still it doesn't generate the trees. I noticed that my ore from the BiomeDecoratorHelper does generate though, so is there a way for me to add my structure generation to that method even though it doesn't have World, Random, etc?
  13. But I already have this around it: if(world.getBiomeGenForCoords(chunkX, chunkZ).biomeName.equals(FCBiomes.badlands)) { setBlock..... } Is that not basically the same thing?
  14. I finally figured out how to successfully make a dimension but my structures won't generate in it. I've looked at every tutorial I could find but I can't figure out what I'm doing wrong. Trying from the chunk provider: ChunkProviderOtherWorld WorldGenOWBloodTreeSmall And trying from the biome: BiomeDecoratorHelper StructureBloodTreeSmall
  15. So which one should I use?
  16. I'm trying to make a sound play for the entire world at nightfall. But nothing happens. Could someone help with this? Event: The sound file is valid since it can be played with a record, and the class is registered as an event so I'm not sure what's going on.
  17. I've seen a lot of other mods do it but I can't get mine to be clickable (in the sense that it asks to open it in your browser when you click on it). What am I doing wrong? public class LoadingEvent { private static String url = "http://missapocalypse.wix.com/fandomcraft"; @SubscribeEvent public void playerLogsIn(PlayerLoggedInEvent event) { try { URL site = new URL(url); event.player.addChatMessage(new ChatComponentText("You are playing '" + EnumChatFormatting.RED + "FandomCraft v4S" + EnumChatFormatting.WHITE + ",' singleplayer version of the '" + EnumChatFormatting.GREEN + "Fable Update" + EnumChatFormatting.WHITE + ".'")); event.player.addChatMessage(new ChatComponentText("You can check for updates at " + EnumChatFormatting.GOLD + site)); } catch (MalformedURLException e) { e.printStackTrace(); } } }
  18. I made a universal sword class to get rid of the stupid ToolMaterial stuff and let me make many different special swords using only one class. One of the features is setting a type when registering it so that if the weapon is of that type it has a certain effect. I'm trying to make type '1' set a mob on fire when it's hit with this weapon. But when I hit a mob, it just does normal damage, no fire. What am I doing wrong? Universal Sword Class: Flaming Stick registration:
  19. How is Googling something you can't fix yourself, then coming to ask here when Google fails you not having effort?
  20. Already tried Google, that doesn't help...
  21. Isn't that 1.7 code? It doesn't work...
  22. I'm trying to get a block to randomly generate on the surface of the world. But it just won't generate. Could someone explain why?
  23. Ah, thank you, that fixed it. Setting it to 'null' was what worked in 1.7.10 and it gave no errors in Eclipse so I didn't bother looking at that.
  24. Nope, normal ones are fine...
  25. But that IS a Vanilla class...
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