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theCorvid

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    http://managedminecraft.com
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    Server admin and modder-in-training

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  1. Thank you!
  2. Does anyone know of any places to contact the admins through some other site? Any email addresses? Don't mean to sound impatient but I bet this is affecting a lot of people.
  3. Do we know that the admins know about the problem?
  4. To my knowledge, dimensions are different from world types, but I'll still have a look at that and see if it can help me.
  5. My question is very simple: is there any documentation anywhere on creating a custom world type for 1.7.10? I've found a lot of tutorials for previous versions but they don't seem to work for this version. I've also tried looking through the Biomes O Plenty source code, but was unable to glean anything useful from it because it's such a huge mod and I don't even know where to start. Can anybody shed some light on this topic?
  6. The thing is though that for all lock blocks of a given type, the chest will always be at the same location relative to it, so couldn't I just put in the lock block's code, "if _____, put _____ in the chest at xyz +/- _____"? I'm also not sure how I'd go about storing information on where the chest was inside a tile entity, anyway. I am very novice.
  7. Great, this is very helpful, thanks. And how would I check for a tile entity at a given location relative to the vault lock block? Would I have to make the lock a tile entity to do this?
  8. Right, and that's exactly what I was asking: how do I "manipulate the tile entity inventory for the associated chest"? Like I've said, I already know how I plan on checking whether or not it's time to refresh the chest. What I don't know is how to do that.
  9. I am creating a custom chest for this, but my issue is that I want the refreshing of the chest to be done by an object other than the chest itself. The chest is only to refresh when the door belonging to its vault has been shut for a certain amount of time, and there are several different vaults. My thinking was that I could do this by actually having the vault door lock block (which controls the opening and closing of the door) actually do the item injecting after it detects it's been shut for long enough. (The chest's position relative to the door lock will always be the same, because neither the door lock nor the chest will be destroyable/moveable/obtainable.) Really what I'm asking, even though I know it's very cheeky, is for someone who has a bit of time for me to assist me in actually implementing this. "Go learn more Java" is a totally valid response and I will not complain if that's what I'm told, but I'm very eager to get this done.
  10. Ah, I hadn't thought of it that way - sorry, I'm still very new to this. Okay, so I stared at the code for a while and tried to figure out how to implement this with my own code, but I failed; I'm fully aware that the reason for this is that I've been impatient and haven't become familiar enough with Java before leaping into this, so obviously everyone reserves the right to refuse to help me further, but if there's anyone who is willing to be more patient with me, I'd really appreciate it: The context for this chest is that it's a chest inside a vault-like structure, which, when closed for long enough, replenishes its stores. I have a (currently blank) RefreshContents() method which accepts a String that tells it what kind of loot to refresh the chest with. (This is a Thaumcraft addon, and there is a vault for each aspect - I want chests inside Ignis vaults to only replenish with Ignis loot, etc.) My initial thinking is, since its the vault door itself which contains the isVaultShut variable, it would be the vault door itself which would replenish loot in the chests. This would also save me from having to make a separate type of chest for each aspect. Could someone give me an example of how I could implement this?
  11. I'm creating a mod which adds chests that replenish themselves with items over time, and I would like to know how to go about doing this. I have already figured out what I'm doing as far as actually deciding when they should replenish, but I'm struggling to work out how to actually add the items to the chest at a given coordinate. To clarify, I don't want to generate a new chest with items in it, I want to add items to an existing chest. I'm aware that what I could probably do is add loot to a custom chest and then have the game remove it and re-add it to refresh it, but I'd rather not lose the items that were still remaining in the chest. Any ideas?
  12. Uh, my question is general. I'm asking how, if at all, you get rid of the water and lava surface lakes that generate as a part of vanilla Minecraft, and if it can be done without editing Minecraft source code or creating a new world type. It does not pertain to my code specifically. I had a snoop around in BiomeGenBase and found a boolean, "generateLakes", but setting it to false in my biome class had no effect. From what I recall from gameplay, lakes don't generate in Biomes O Plenty desert biomes, so I know it's possible, I'm just not sure whether or not Biomes O Plenty does any source code patching.
  13. I'm trying my hand at modding and have created a custom desert-style biome, but all those pesky lakes dotted around really don't suit the biome's aesthetic or theme, so I would like to get rid of them. How does one go about doing this, and is it possible without editing Minecraft source code (which I understand is impossible through Eclipse for this version) or creating a new world type?
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