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MCZaphelon

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Everything posted by MCZaphelon

  1. Hmm, I don't see how. I'm not calling super or anything. Plus, that wouldn't explain the inconsistency (dropping correct amount at the start but then starts duping after a few blocks mined) and the fact that it works with entityDropItem. I feel like it's something to do with the stuff about "restoring blockstates", but I don't understand enough about that to really know. I'll check back in the morning, it's pretty late here.
  2. My current code checks for that. It's not a ghost-dupe, the dupes are physically there and can be picked up unlike what happens without checking for !world.isRemote
  3. Hey all. I've been messing around with a pickaxe that "auto-smelts" iron and gold (i.e directly drops the ingot instead of ore) and have run into an annoying issue. When mining an ore that is able to get "smelted", the first few drops are fine. After some time though, the ingots start duping into stacks of about 2-4. I noted in Block#spawnAsEntity that !worldIn.restoringBlockSnapshots is the check used to stop this from happening. I have passed this in a few different places in the onBlockDestroyed method of my pickaxe's item class, but to no avail. I did however have it seemingly working fine using user.entityDropItem but that drops the item at the player's feet which is not ideal. My class file ItemVOHMagmaPickaxe below:
  4. Thanks for the reply! Worked very well. I ended up using EnchantmentHelper.addEnchantmentType to filter enchants to my new classes of items instead of overriding the method.
  5. Hey there, just been trying out some things in a new 1.12.2 eclipse environment and was experimenting with basic tools (swords, pickaxes, etc). Currently the only enchantments they can receive are Unbreaking which I suspect is just a general enchantment for anything with durability. How would I go about allowing my custom tools to receive the right class of enchantments? Also if possible, how would I be able to extend this to make custom enchantments that only apply to a select group of items later on down the track?
  6. Interesting, I was under the impression that the ore generator was forcing new chunks to be generated all at once by trying to place blocks outside of the active chunk... But lighting also seems like it would cause a bunch of lag. Thanks for alerting me to that, I'll see what I can do. And now that I think about it, jabelar, my ore generators DO generate faster below ground level... Kudos to the both of you
  7. No problem! Thanks for your help. Currently I'm trying to make a Voronoi noise function. It seems to be coming together, somewhat.
  8. Ah, you misunderstand my goal here. I'm trying to generate FLOATING islands, separately from the normal biome heightmaps. What I have thought about doing is running a basic noise generator, but clamping it so that if it goes below a certain value, it doesn't generate at all. I'm thinking Voronoi noise would be good here. I'm trying (without much success) to sort this out now.
  9. Hi there! I've been coding my mod, The Creep Mod, for a while now, and have been quite successful in making it. The only thing that bothers me is that I have been generating floating islands above ground with the ore generator. This would be fine, except for the fact that: a) The islands are too elliptical, and b) It is quite possibly the slowest thing in the universe, causing almost game-breaking lag. That's why I want to start generating these islands with the noise generator. I understand how noise generators work, albeit in a basic sense (generating a greyscaled image, and then interpolating between the pixels). My only problem is with how Minecraft implements and uses noise generators, as the variable names make it cryptic to say the very least. If someone could provide me with an explanation and, if possible, some code on how to implement basic noise, that would be brilliant! Cheers, ~ MCZ
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