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sshipway

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Everything posted by sshipway

  1. I'm placing various container objects (Chest, trapped chest, dispenser, dropper, furnace) with various DV (2,3,4,5) to vary the orientation. rv = world.setBlock(blockPos.posX,blockPos.posY,blockPos.posZ,block,newDv,2); I have log entries verifying that, yes, the DV is what I think it is, when the setBlock function is called, and it is varying. However, every one of these placed items ends up facing South (DV=2) when I enter the world! This applies only to the container objects listed above -- all other objects are placing correctly, and have the correct orientation. Notably, hoppers and ender chests do not have this problem for me either. I am creating the relevant TileEntities as well, but they do not have an orientation attribute (I've tried creating them before, after, or not at all and it's all the same). Does anyone have an idea why these lbock might be having difficulties positioning correctly? All constructive advice welcomed. Hopefully I'm just doing something stupid. -Steve
  2. Finally managed to get it to compile, and work, under Minecraft 1.8. Not as easy as I'd hoped by any means... the new BlockState way of handling things is awkward, to say the least, not to mention the problematic way of specifying textures. Anyway, will shortly post mod v0.3 with support for both Minecraft 1.7.10 and 1.8.0 Have also fixed the problem with torches/trapdoors/signs occasionally falling off the walls.
  3. Here's the blueprint code for the random tower. This is a good example of a recursive plan, with random elements. I'm working on compiling a version of this mod to work with Minecraft 1.8 and the current Forge beta.
  4. Cheshire Cat Builder's Helper Mod : v2.7 Project moved to CurseForge http://minecraft.curseforge.com/projects/builders-helper See this link for all future updates. Download v2.7 from: http://www.steveshipway.org/mc/builders-helper-2.7.zip ( 1.7.10, 1.8 ) (includes src) Download v2.5 from: http://www.steveshipway.org/mc/builders-helper-2.5.zip ( 1.7.10, 1.8 ) (includes src) Download v2.4from: http://www.steveshipway.org/mc/builders-helper-2.4.zip ( 1.7.10, 1.8 ) (includes src) Download v2.3.2 from: http://www.steveshipway.org/mc/builders-helper-2.3.2.zip ( 1.7.10, 1.8 ) (includes src) Download v2.3.1 from: http://www.steveshipway.org/mc/builders-helper-2.3.1.zip ( 1.7.10, 1.8 ) (includes src) Download v2.2 from: http://www.steveshipway.org/mc/builders-helper-2.2.zip ( 1.7.10, 1.8 ) (includes src) Download v1.0 from: http://www.steveshipway.org/mc/builders-helper-1.0.zip ( 1.7.10, 1.8 ) (includes src) Download v2.1-beta1 from: http://www.steveshipway.org/mc/builders-helper-2.1-beta1.zip ( 1.7.10, 1.8 ) (includes src) Download v2.0-beta1 from: http://www.steveshipway.org/mc/builders-helper-2.0-beta1.zip ( 1.8 ) (includes src) Download v0.3 from: http://www.steveshipway.org/mc/builders-helper-0.3.zip ( 1.7.10, 1.8 ) (includes src) Download v0.2 from: http://www.steveshipway.org/mc/builders-helper-0.2.zip ( 1.7.10 only ) Screenshots: This is a mod aimed at: People who spend all their time in Creative mode People who like the copy/paste features in external editors, but want to create in-game People who don't want to spend another ten minutes creating yet another generic house as they build their city People who want to share their structure with others without having to save and load an entire world People who want an easy way to add auto-spawning structures in-game The mod adds a new item -- a Wand -- and a few commands ( /wand, /blueprint ). It allows the person holding the wand to create any of a number of predefined structures (plans) at the click of a right-button; it also allows them to save an existing structure as a file (blueprint) that can be loaded back in as a plan and used again multiple times. The resulting map does not need the mod to be loaded for it to work. Plans may use 'soft' blocks, which only place in air or water, and can also include reference to other place, at translation or rotation. There is also the option to use an element of randomness, so that it can generate varying structures from the same blueprint. It also preserves Block Entity data and can handle blocks added by other mods. Plans can specify Chests and Spawners using special random syntax, to include randomised loot and spawn potentials. This may be configured using in-line NBT, external NBT files, or symbolically in the code. You can also specify mobile entities, such as carts, armour stands, and mobs. There are also 'Metablock' symbols, such as 'OLD_STONE' which will resolve to a different block based on current biome and/or random states. So, a cottage will generate using different stone and wood if built in a desert as opposed to being built on a plain. Blueprints can also copy and paste mobile entities, such as minecrafts, mobs, and armour stands. Blueprints can contain IFBLOCK and IFBIOME tests to branch on various conditions. Blueprints can use MOB to create entities, and you can copy entities. The PICTURE directive can be used to create a custom map in a frame displaying the contents of an external image file. Plans may be flagged as 'autogenerate' with a probability and a list of biomes, and they will be auto-generated as new chunks are generated. There is support for MCEdit Schematics, and Ruins Templates. Example blueprint: Another example: The main thing to note is that, once the structures have been built, the mod is not required for the world to work (provided you have removed the Wand from the player inventory of course). The mod comes with a number of example blueprints, demonstrating the various capabilities. For example: Glass dome -- works on land or underwater Random tower -- random room contents and height Cottage -- simple cottage Well -- example of underground structure Water -- uses 'soft' blocks to fill holes with water without affecting other blocks Jeb Door -- standard Jeb door, with redstone etc Lava trap -- example of trapped chest with opening floor Bridge -- a simple 4-block wide bridge with a 30-block span Tree -- a simple Oak tree Water and Dry -- fill a hole with water, or dry up existing water Topsoil -- add a layer of dirt and grass to any exposed rock Tunnel -- drill a tunnell, with a rail track and torches, until the far side of the hill Dungeon -- generate a random dungeon, with random rooms, monsters and treasure More details and documentation are included with the mod in the download file. Suggested uses: Removing repetitive duplication work when building cities, forests and so on Tutorials (eg, redstone) can provide a blueprint containing the example structures Builders can share their work as individual re-useable structures Use of random features giving small variations in a plan, to make more realistic worlds Procedurally generate simple towers and castles Note: This is my first Minecraft Forge mod, and is being released to solicit feedback. There are a number of rough edges and a couple of small bugs still to be addressed. All constructive criticism and suggestions welcomed.
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