
[email protected]
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[1.7.10]Cancel block update Event for Farmland Dirt?
[email protected] replied to [email protected]'s topic in Modder Support
I tried this in init Blocks.farmland.setTickRandomly(false); It seems to work fine. Is there any issues I may not have seen yet? -
I am trying to make farmland not require water. The idea is if you rightclick a dirt block with hoe it becomes tilled. I want to cancel any update on the tilled soil so it doesn't revert to dirt if no water is present. Is there an event that gets called when a block changes states? Is there another way recommended if no event exist? I want to do this for minecraft 1.7.10
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Save Entity Data on tile entity
[email protected] replied to [email protected]'s topic in Modder Support
I use copydataold to copy the information from the entityIn to cell.mob(i'll try cell.mob=entityIn). I don't know what to initialize as because the entity could be a creeper villager or any other mob. -
Save Entity Data on tile entity
[email protected] replied to [email protected]'s topic in Modder Support
I tried and I get a crash. I updated main post with the code and crash report. I tested it with a villager by having water push the villager into the block. looking at report null pointer from Entity's Rider: ~~ERROR~~ NullPointerException: null Entity's Vehicle: ~~ERROR~~ NullPointerException: null -
I have this "AlienCell" that is a tileEntity. I want to capture any entity that hits the block.I already have it setup, It crashes when saving though. TileEntity Block Crash
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MeshDefinitionFix error on build
[email protected] replied to [email protected]'s topic in Modder Support
I do not know what a lambda is or anything. That is java far more advanced then what I am trying to do which is add fluids. Can you just show how to make an anonymous class out of the interface -
MeshDefinitionFix error on build
[email protected] replied to [email protected]'s topic in Modder Support
Can you point me to your example i do not understand anonymous from java docs the terminology seems confusing. -
MeshDefinitionFix error on build
[email protected] replied to [email protected]'s topic in Modder Support
i have never heard of an anonymous class what is it. How would I make it? -
So i am using the fix as choonster example shows.I can run minecraft fine in eclipse and the texture loads fluids perfectly. The problem comes when i try to gradlew build the error i get is attached as a screenshot. http://www.mediafire.com/view/81y6pgvsa9c67q7/Screenshot_%2811%29.png
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[1.8] How to Create a Custom Liquid?
[email protected] replied to 1Poseidon3's topic in Modder Support
UPDATE:my bad forge was not updated OP your code seems to have Fluid fluid = new Fluid(name); instead of choonster code. Fluid fluid = new Fluid(name, still, flowing); in private static Fluid createFluid(String name, String textureName, boolean hasFlowIcon) in Modfluids The constructor Fluid(String, ResourceLocation, ResourceLocation) is undefined -
@Override public boolean isAIEnabled() { return true; } I have an entity that extends entityTameable I have made a couple entity for 1.7.10 and those required me to use aiEnable to activate new Ai. My eclipse can't overide it Did it change in 1.8. Am I doing it wrong
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[solved][1.7.10]custom mob not attacking other mobs
[email protected] replied to [email protected]'s topic in Modder Support
I have already tried ai task for my custom entity (i added a villager in the EntityAINearestAttackableTarget ai) the mob won't target them for some reason.the only time the mob attacks is if it was attacked first. That is why i was hoping to implement the target manually. I have tried darybob suggestion of adding superMethod on livingupdate it didn't fix it. -
[solved][1.7.10]custom mob not attacking other mobs
[email protected] replied to [email protected]'s topic in Modder Support
How would I search for the nearest entity from this entity point of view and set it target. I tried this code but all it does is crash minecraft. I thought this would search within 10 blocks of the entity i could not find documentation on what is supposed to be passed in the parameters so i did take take a guess @Override public void onLivingUpdate() { if(this.getAttackTarget()==null) { Entity target=worldObj.findNearestEntityWithinAABB(redAlienBossEntity.class,this.getBoundingBox().expand(10, 10, 10), this); this.setTarget(target); } } -
[solved][1.7.10]custom mob not attacking other mobs
[email protected] replied to [email protected]'s topic in Modder Support
@Override public boolean attackEntityAsMob(Entity entity) { System.out.println("Attacking " + entity.getClass().getSimpleName()); return true; } I added this statement they do not attack each other, I get no console output.If i Attack I do get console output of them attack me I HAve also tested it with villager class my mob doesn't attack anyone through targeting Updated code for the class -
This entity throwable renders and has a texture.When I throw it out of my item it passes through my target(cow) and hits the floor. I have system.out and Is hit gets called is remote gets called but not is entity. I visually see my texture pass through the cow. I see it hit the floor passing through the cow. I would like to know why it doesn't hit the cow on impact. are there boundingbox on throwable (possible problem) but i literally hit dead on EnityFireAttack
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[solved][1.7.10]custom mob not attacking other mobs
[email protected] replied to [email protected]'s topic in Modder Support
I did like you said coolalias they don't attack me so that worked but they still don't attack each other either -
TheSoulution: I didn't override isAiEnabled that is important when extending EntityMob I have two mobs i made extending EntityMob They have identical model, renderer,only difference is texture. The entity class values are similar except I make them target each other but the problem is they don't attack each other. I want them to attack and track each other redMob BlueMob
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UPDATE:sorry for wasting time i didn't call proxy.registerRendering(); in main mod class I have been following a book to make a custom mob. I got the entity to spawn in the world with a spawn egg but the model is just like a rectangle and with no textures. It does wander like it ai says so Mainmod class EntityAlienMob RenderCode Client Proxy model class
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what kind of recipes and why in scala and not java.I have never worked with scala so I am Curious?
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if(OreDictionary.getOreIDs(stack)[0]!=0) the array contains integer of all ids associated with the ore. I just check if it has a value or is the initial value of zero. would something like this work to check if it is an ore. The other points you mention yes I realize it and I will fix it so it checks if it is smelt able then smelt it and double and if the drops are items then double it.
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I have a cutom pickaxe called enderPickaxe. I want the pickAxe to double all ores and smelt it. The code I have will double and smelt anything that is smeltable.How would i finds ores only so mining a log or cobble won't double and smelt it. Is there a function like boolean isOre(ItemStack x) that would make it easy to check. This is how I currently do it @SubscribeEvent public void onBlockHarvest(HarvestDropsEvent event) { if(event.harvester.getHeldItem()!=null&&event.harvester.getHeldItem().getItem() instanceof enderPickaxe) { ItemStack stack = FurnaceRecipes.smelting().getSmeltingResult(new ItemStack(event.block,1,event.blockMetadata)); if(stack!=null) { ItemStack x=new ItemStack(stack.getItem(),2); event.drops.clear(); event.drops.add(x); } } }
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[1.7.10][solved]remove durability recipe
[email protected] replied to [email protected]'s topic in Modder Support
Thank you so much.The code you gave for was for anvil which i also needed but you got me thinking and i found this in the item class and it works.I have been trying to fix this for days and your solution helped me in a second @Override public boolean isRepairable() { return false; } -
This is problem I am facing because of minecraft recipe letting you combine two low durabilty bows to make one okay durability bow. it also works with tools and anything else with durability. I call it durability recipe. I have an item(powerCore) that has durability. powerCore takes damage from crafting table when used. It has a maxdamage of 50. I don't want players to combine two of powerCore and get a third core with durability combined(from 1st and 2nd core) because my powerCore do not disappear on use in crafting table but take damage. This allows a loophole for infinite powercores after a persons gets two. I want to remove this recipe for my item only it should work with all the minecraft tools like it already does.