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Botjoe

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Everything posted by Botjoe

  1. Sir, I am using 1.8 only, but it doesn't have what I need either. Thank you for the timely reply Then for robust configurability, It's information I need to read from the configurable file with types (Stair_type), and specific names "minecraft:stone_stairs" or Yourmod:your_stairs". -------------------------------------------------------------- I'll post the code to read the configuration file when I write it with a helper function returning the new datavalue for rotation by forgedirection. --- I'll also create a command or api to add to the file so it's accessible for users, modders in the game. ---------------------------------------------------------------------------------------------------------------------------------- After the /ExecuteFile is sufficient, The next step is an /ExecuteOnEvent command for terrain generation events with a randomness percentage. My final use case is to give two simple commands that allow the average map maker or redstoner to have custom generation of cities, structures, and other things from "simple - easy to program" command files.
  2. I am trying to find out how to get the permitted datavalues from TileEntity classes before they are drawn (rendered or instantiated). Stairs specifically must rotate in a fill statement before placement. I am pretty sure getValidRotations isn't what I want here. My use case is to rotate the objects in a command set (my mod supports multi-line command sets as components along North,South,East,West) before it's executed. If the commands has a fill or set block of objects like stairs or wood, I need to rotate the data values. My problem is that datavalues aren't consistent for rotation for all types of blocks. That is- the rotating of minecraft:stone_stairs or yourmod:stairs from a south orientation is different from the values in rotating wood which is different from wall. The mod's command ExecuteFile can have any command including itself. Walls have datavalues of 2-5 - Rotating a south (value) wall to the right in the fill command changes the datavalue from 2 to 4. Stairs have 0-15 - Rotating from south to west changes the value from 0 to 4. Nothing consistent. In my use case, the files can also invoke files. That means rotations in the mod must also allow cascading with other components. Teleports, blockdata, etc all must rotate and the rotation must cascade. I need a scheme for getting block rotation changes data values, BEFORE I run commands. Hoping this is built in and I missed it. Otherwise I code and config the solution. but it's preferable (vastly preferred) to get some of all the block types rotations (classes) from vanilla and mods dynamically.
  3. New version is available with limited rotation is here. www.commandrunnermod.com ... be sure to delete previous versions.
  4. I considered the following questions... I tried some, here are results. Rotation is useful, and the rotation in the coordinate (rx etc) needed the rotation of the commands in a file (rotatewest), also. Also that rotation must in the future include block rotation (e.g. rotate the stair facing datavalues and the rotations have to be configurable to not just support minecraft:stone_stair but also yourmod:yourblock ), and rotation must support other commands like tp, etc. Working on cascading next.
  5. Seeking advice. While this is running in a current version, I am considering the following features but the need and correct way to implement such features needs user advice. I have the commands to draw a lighted bridge in the "caleb" files. (e.g. bridge.caleb) I'm thinking that it's useful to rotate the bridge before drawing using Z south facing as reference forward. I'd prefer to write bridge to be made of component commands (e.g. bridgelightedrailleft.caleb,bridgerailright.caleb;bridgeroadbed.caleb,bridgesupport.caleb) so I'd need to cascade rotations additively. The mod will be (is) changed to have 2 modes, concatenate (like 1 command in a command block) and byline... each line is a command (like the user interface entry). I am considering adding cardinal direction rotation for the execution in files (e.g. playerFacing,rotateSouth,rotateNorth,rotateEast,rotateWest) and optional cascading rotation, just for the "fill" command in "caleb" files. ExecuteFile only contains minecraft execute commands and comments, or the ExecuteFile command. e.g. /ExecuteFile File Bridge.caleb byline rotateWest Only N,S,E,W directions, it's not particularly hard to do, but... 1) Is rotation necessary to executing fills in a command file? 2) How would cascading be supported for fills in component rotation? (A. Should I use highest rotation in the tree or B. add rotations for components, or C. only allow playerFacing on the highest call and then add rotations) or something else. e.g. /ExecuteFile File Bridge.caleb byline rotateWest cascade 3) Should the mod support block rotation (e.g. detect and rotate minecraft stairs, dispensers, etc by datavalue) on fills? 4) what other commands other than fill are "essential" to usefully have commands for componentized builds. Thanks Botjoe
  6. After looking at SPC , bukkit and worldedit components as well as forge I realize that this mod shouldn't have been needed to be written for 1.8. Sadly features like this vanished into the api lost horizon of DCMA, version upgrades, etc. The executefile file and executefile url features (like SPC macros), should be a sustaining feature of minecraft or at least forge. The ability to share fragments or components of models for many amateurs is very hard to them in vanilla minecraft as well as a feature to look up components (houses, cities) from a catalog. It should just have been there.
  7. Sorry, the download site crashed. Fixed now. Try these. http://www.commandrunnermod.com/calebmake5.caleb http://www.commandrunnermod.com/City1.caleb
  8. This is my first mod for minecraft. It's written for 1.8 and 1.9.4 and called Caleb's CommandRunnermod. It uses the new APIs. It runs files with a set of minecraft or mod commands for simple world generation support as a command "ExecuteFile. Any command that can be put in a server or command and run with execute. In the files the command ExecuteFile can call ExecuteFile files. With new 1.8 commands that allow placement of items in chests, and blockdata, etc, the commands become useful. I am new to forge. Lots of source experiment code. The source jar is there. A complete hack. www.commandrunnermod.com The mod is here. http://www.commandrunnermod.com/CommandRunnermod-1.0.jar http://www.commandrunnermod.com/CommandRunnermod-1.0.jar (Hint use 1.8 command blocks for looping, or repeat sections, testfor, etc. ) A forge config file allows you to set the files directory (it's in .minecraft/config/CommandRunnermod.config). Syntax is ExecuteFile File filename. A later version is planned to run from a URL. Files in the config defined directory can be named ".caleb" to show up in an autocomplete list. I don't like adfly ads. Free is free. Right now it's my http://commandrunnermod.com for the download files and notes. No ads. http://www.commandrunnermod.com/2014-12-30_14.32.18.png[/img] Up tomorrow for sure. Simple building. # Hi, this calebmake5.caleb file is a simple building with 2 floors an opening and a chest # it's used in city1.caleb # always use /execute format for each line # comments are # then space # clear space around me # Note you can call command block and command blocks can call Executefill # the /execute is optional on each line @p ~ ~ ~ fill ~5 ~-1 ~5 ~-5 ~10 ~-5 minecraft:air # build floor @p ~ ~ ~ fill ~5 ~-1 ~5 ~-5 ~-1 ~-5 minecraft:cobblestone # walls @p ~ ~ ~ fill ~5 ~-1 ~-5 ~-5 ~10 ~-5 minecraft:cobblestone @p ~ ~ ~ fill ~-5 ~-1 ~5 ~-5 ~10 ~-5 minecraft:cobblestone @p ~ ~ ~ fill ~5 ~-1 ~5 ~5 ~10 ~-5 minecraft:cobblestone @p ~ ~ ~ fill ~5 ~-1 ~5 ~-5 ~10 ~5 minecraft:cobblestone # roof @p ~ ~ ~ fill ~5 ~10 ~5 ~-5 ~10 ~-5 minecraft:cobblestone # second floor @p ~ ~ ~ fill ~5 ~5 ~5 ~-5 ~5 ~-5 minecraft:cobblestone # first floor light @p ~ ~ ~ fill ~0 ~4 ~0 ~1 ~4 ~1 minecraft:glowstone @p ~ ~ ~ fill ~0 ~8 ~0 ~1 ~8 ~1 minecraft:glowstone #opening for door #opening for door @p ~ ~ ~ fill ~0 ~1 ~5 ~0 ~2 ~5 minecraft:air @p ~ ~ ~ fill ~3 ~0 ~3 ~3 ~0 ~3 minecraft:chest Mini city # clear space around me - We are going z direction # build a city @p ~ ~ ~ fill ~10 ~-1 ~-10 ~-10 ~10 ~50 minecraft:air @p ~ ~ ~ fill ~10 ~-1 ~50 ~-10 ~10 ~120 minecraft:air # fill site with a road of dark prismarine @p ~ ~ ~ fill ~10 ~-10 ~5 ~-10 ~0 ~120 minecraft:prismarine 1 @p ~ ~ ~ tp @p ~0 ~0 ~20 # build house 20 in z @p ~ ~ ~ ExecuteFile File Calebmake5.caleb @p ~ ~ ~ tp @p ~0 ~0 ~20 # build house 20 up @p ~ ~ ~ ExecuteFile File Calebmake5.caleb @p ~ ~ ~ tp @p ~0 ~0 ~20 # build house @p ~ ~ ~ ExecuteFile File Calebmake5.caleb @p ~ ~ ~ tp @p ~0 ~0 ~20 # build house @p ~ ~ ~ ExecuteFile File Calebmake5.caleb @p ~ ~ ~ tp @p ~0 ~0 ~20 # build floor @p ~ ~ ~ ExecuteFile File Calebmake5.caleb http://www.commandrunnermod.com/2014-12-30_15.28.27.png[/img] Still in work.
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