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kevinmd88

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Everything posted by kevinmd88

  1. Thank you LexManos - I'm setting up my IDE as we speak!
  2. Hi all, I haven't been keeping up with Minecraft in the last month or two (real life stuff going on) and I'm delighted to see there's now a 1.13 version on the Files page and even some 1.14 and 1.14.3 releases! Kudos to all the devs, I'm well aware of the painstaking process they've been through there. I'm not here asking for a release date (I read the blue-stripe announcement ), but I wanted to ask, especially any modders who've worked with it already, if the 1.14.3 release (or anything beyond 1.12.2) is considered stable at this time? I'm eager to upgrade and experiment but I also understand things take time and work and am always willing to wait patiently with or without a release date. Just wanted to ask before I started looking at the API and trying to do any modding. Hope everyone understands my intent here! Thank you!
  3. To a developer, this thread feels like you're in a software company and you have two dozen managers staring over your shoulder with every key you type wondering if you're done yet. For developers that don't even get paid for what they're doing, this would probably make me want to make one final Delete keypress on the entire project. I know the OP's intentions were good and not the same as the WHY ISNT IT DONE YET WAAAHHH sludge that others have spewed around, but I think this should still be locked due to the way it's continuing after an answer was given. I feel horrible for everyone who got stuck with this project while people nag them this way.
  4. Literally read the announcement on the big blue banner at the top of every forum page
  5. Anyone else getting a MissingRequiredOptionsException when they attempt to launch the beta? Just wondering if I messed it up. (Edit: FYI I do know it's a beta so issues are expected, I'm interested in beta testing as a developer myself. Just wanted to ask about this one in particular because I haven't found a way around it and it prevents any of it from launching. Hope I'm not crossing any lines in asking here.)
  6. By replacing them with my own versions, would other recipes that depend on the vanilla versions still function?
  7. Also, JourneyMap can implicate extreme lag spikes: Especially if your server is fresh, and even moreso if being hosted from an underpowered desktop PC (relatively speaking by server hardware standards). So, another few steps you could try would be Crowfooted's and InThayne's commented suggestions in that above Reddit thread, regarding checking with Shift+F3 to see if anything's chewing CPU on your client side, and regarding the JRE garbage collection parameter (try that one on both your client and server startup commands).
  8. Sorry, I apparently hit Control-Enter which in my browser posted my message prematurely.
  9. [00:06:14] [Thread-22/WARN] [THAUMCRAFT]: AURAS TAKING 1320 ms LONGER THAN NORMAL IN DIM 0 [00:06:16] [Server thread/INFO] [STDOUT]: [thut.api.terrain.TerrainSegment:refresh:504]: subBiome refresh took 0.1984083137 [00:06:39] [Server thread/WARN] [net.minecraft.server.MinecraftServer]: Can't keep up! Did the system time change, or is the server overloaded? Running 18045ms behind, skipping 360 tick(s) Those two lines are the only ones reported in the server log after you're detected connecting to it. That is a pretty big tick delay, and Thaumcraft also appears to be the only one in your list with "BETA" in its filename. In any case, beta versions can be unstable (that's why they're beta). I would start by attempting to remove this mod from your installation (and any dependents) and if that doesn't help try other mods one by one until you can find the problem.
  10. Oh, I see. List<EntityPlayer> entityList = worldIn.getEntitiesWithinAABB(EntityPlayer.class, boundingbox); No need to get the class from an object, when it's available as a static field that doesn't require instantiation. I suppose in this particular case it still technically works since playerIn is available, though it's like taking one step backward to take two forward.
  11. It is the code I'm using... Can you clarify what is wrong with it? If I'm doing it the wrong way, I'd like to correct it too
  12. @diesieben07 All it took was adding .getClass() to it
  13. Perhaps you could use LivingEntityUseItemEvent.Start to store the type of food being eaten somewhere, and then upon LivingEntityUseItemEvent.Finish reference that stored data to determine what they ate. A HashMap<EntityPlayer, ItemStack> might work, otherwise maybe just write a simple NBT string for the player? Something like this, this code probably won't work as-is but might get you started... private Map<EntityPlayer, ItemStack> currentFood = new HashMap<EntityPlayer, ItemStack>(); @SubscribeEvent public void onFoodBeingEaten(LivingEntityUseItemEvent.Start event) { if (event.getEntity() instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer)event.getEntity(); currentFood.put(player, event.getItem()); } } @SubscribeEvent public void onFoodEaten(LivingEntityUseItemEvent.Finish event) { if (event.getEntity() instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer)event.getEntity(); if (currentFood.containsKey(player)) { ItemStack food = currentFood.remove(player); // Do stuff based on food here } } }
  14. I'm trying to determine a way to stop blocks like sand and gravel from falling when there's nothing supportive beneath them. I found this topic in my searches: However unfortunately it isn't solved there. I'm not aware of such an event I can subscribe to... Is there an effective way in Forge to handle this? If it helps as to why I'm trying to accomplish this... I'm attempting to port over the CA-Teleport and CA-Static Bukkit plugins that Rumsey wrote for the CraftingAzeroth project over to Forge. I have finished coding for CA-Teleport (though I have not yet tested it), and my question here relates to how to adapt the plugin's onBlockPhysics handler in the Bukkit implementation.
  15. I did make some adaptations - I apologize for creating this confusion. public static void sendMessageInRadius(World worldIn, EntityPlayer playerIn, String msg, double radius) { if (!worldIn.isRemote) { double minX = playerIn.posX - radius; double minY = playerIn.posY - radius; double minZ = playerIn.posZ - radius; double maxX = playerIn.posX + radius; double maxY = playerIn.posY + radius; double maxZ = playerIn.posZ + radius; AxisAlignedBB boundingbox = new AxisAlignedBB(minX, minY, minZ, maxX, maxY, maxZ); List<EntityPlayer> entityList = worldIn.getEntitiesWithinAABB(playerIn.getClass(), boundingbox); for (EntityPlayer entity : entityList) { entity.sendMessage(new TextComponentString(msg)); } } }
  16. Wanted to follow-up to say the code snippets @Dragonisser posted were effective in my solution. [EDIT] I did make some specific alterations which I have mentioned in my post below [/EDIT] (It frustrates me when I search for an answer to something and find threads about the information I seek without any followup so I try to update my threads in case anyone else seeks an answer to similar questions. Thank you both, again.)
  17. @diesieben07 I'm hoping to have it show not as a message sent by the player, for example, but rather as an action they've performed like /me does, for example, I wasn't sure if the two were separate things. I'm going to try it as a message sent. @Dragonisser's snippet seems like what I'm looking for to that effect so I'll give it a try and post back.
  18. I'm coding a mod that adds some items to the game. When one of those items is held in a player's hand and the player right-clicks in the world with it, I need it to send a message to nearby players (in a radius of blocks). What I have so far... public class MyNewItem extends Item { public MyNewItem() { super(); super.setUnlocalizedName("mymod.mynewitem"); super.setMaxStackSize(1); } public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn) { //worldIn.getMinecraftServer().sendMessage(new TextComponentString("/me presents their MyNewItem.")); return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, playerIn.getHeldItem(handIn)); } } I'm already pretty sure that sendMessage is not the function I need to use, since it does not have any parameter for block radius. I'm also not sure if it can be passed a TextComponentString as if the string were a /command typed by the player anyway. Still scouring the docs and trying to hunt down a suitable function, if one exists. If anyone can provide guidance I'd be very thankful.
  19. Trying to "port" a mod over from Bukkit to Forge. The Bukkit pluggin appears to have separate handlers for players who disconnect and for players who get kicked. Does this mean both situations are handled by the same event in Forge?
  20. Does Minecraft Forge (1.12.2 if it matters) have a separate event to register for when a player gets kicked from the server, or is it handled by the overall "onlogout" event? Thank you in advance
  21. I am unsure if this is the intended functionality or not, to be honest. Using info from some of the tutorials found at http://bedrockminer.jimdo.com/modding-tutorials/ I pieced together a mod that creates a craftable item (no associated block), and by right-clicking with said item held in-hand it emits a sound file. Everything works except for one key part... The sound can be heard within 15 or 16 blocks (I'm guessing 16) of the spot where it was emitted (where the player was/is standing, depending if they moved or not too). But as soon as you take 1 step beyond that to a block out of this rather-small range, you actually hear nothing at all. Doesn't fade out or get quieter as I thought it might. Again, this may be the way it was intended to work, which might mean I can programmatically spawn entities at the bounds of this box, dampening the audio gradually to 0 as it recursively radiates outward. But on the off-chance I just missed something small/simple, I wanted to check with you guys here. The relevant code... src/main/java --com.[__redacted__].airhorn.items ----AirhornItem.java: https://gist.github.com/anonymous/863a5cfada4e0566586463e4fbff346e src/main/resources --assets.airhorn ----sounds.json: https://gist.github.com/anonymous/66555a3bed52ab46a2e41f7fa9c0df98 src/main/resources/ --assets.airhorn.sounds ----airhorn_sound1.ogg Like I said the sound plays fine and all, so nothing seems to be "broken" per se... Just can't be heard at all outside that limited range. [EDIT] Forgot to link to the sounds.json code [/EDIT]
  22. Hi all, I coded a working airhorn mod for Forge 1.8.9 ...-1722 and it's awesome. I'm wondering two things: 1. Is there an event or function that could be triggered or called to cause an animal entity to be "frightened"? Example: When I smack a cow with a sword (and it survives the blow), it runs around frantically and quickly - as if frightened. If "yes", then... 2. Is there also a function to obtain an array/set/list/whathaveyou of all entities matching a certain entity type within an X block radius of the player? I'm sure you can see where I'm going with this. Thanks in advance.
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