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Everything posted by gurujive
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I ended up completely uninstalling minecraft and reinstalling it. Then Installed the new forge and I was able to get it to work just right. Earlier I went to check out 1.10.2 decocraft, and it may or may not have made some kind of internal change to minecraft. I know when I went to run it it crashed my server, then I went to log into other worlds and those crashed too. So all in all I had to reinstall and lost like 4-5 worlds because of some kind of something. Some kind of internal change was made though I'm quite certain because after it crashed the first time, It made me re-log into the minecraft launcher. (which isn't normal) Either way. Its working now, and I know what to stay away from.
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Downloaded the new forge went to load up a brand new spankin' world. Didn't load up, just went to the dirt screen and went to "shutting down internal server..." Figured it was a fluke, did the same thing. (I have no mods installed) When it shuts down the internal server a new file is added within the 1.10.2-forge1.10.2-12.18.2.2122 versions file. such as: 1.10.2-forge1.10.2-12.18.2.2122-natives-6560567042249 in that file is: lwjgl.dll and OpenAL32.dll If I continue to crash it more files like that pop up with a different number after natives- crash log:
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This works for other entities. Such as thrown things. Don't know why it wouldn't work on a falling block entity. protected float getGravityVelocity() { return 0.0F; }
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I know to make recipes n such I need the knowledge of the X's. But I have forgotten this stuff, and I need to find it again... google, bing, yahoo have failed me once again. (most likely because im typing in the wrong thing) example of what I'm talking about: GameRegistry.addRecipe(new ItemStack(GuruItems.NETHER_ORB), new Object[] {" X ", "X X", " X ", 'X', Item.getItemFromBlock(Blocks.OBSIDIAN)}); I know this results in top right left and down needing to be placed. But I need some kind of visualization of what XX or X is where and what not. the end result being 4 pieces of obsidian in the corners 4 elements in top right left down and a slime ball in the middle taking up all spaces in the crafting grid. Help would be nice, cuz I feel pretty dumb not being able to recall this, or for that matter being able to look it up -.-
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Say if I'd like to summon a lightningbolt as I smash a creeper in the face with something... What would that look like? so far my on impact looks like so (it is a thrown entity): protected void onImpact(RayTraceResult result) { if (!this.isWet() && result.entityHit instanceof EntityCreeper) { ((EntityCreeper) result.entityHit).ignite(); } if (result.entityHit != null) { int i = 0; if (result.entityHit instanceof EntityLivingBase) { i = 0; } result.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)i); result.entityHit.addVelocity(this.motionX * (double)this.knockbackStrength * 10.0D, 0.4D, this.motionZ * (double)this.knockbackStrength * 10.0D); result.entityHit.setFire(; result.entityHit.attackEntityFrom(DamageSource.drown, 3.0F); result.entityHit.attackEntityFrom(DamageSource.lightningBolt, 4.0F); float f = 0.0F; this.worldObj.createExplosion(this, this.posX, this.posY + (double)(this.height / 16.0F), this.posZ, (float)this.explosionPower, true); worldObj.playSound((EntityPlayer)null, posX, posY, posZ, SoundEvents.BLOCK_GRASS_BREAK, SoundCategory.NEUTRAL, 0.8F, 1.5F / (worldObj.rand.nextFloat() * 0.4F + 0.8F)); } for (int j = 0; j < 8; ++j) { this.worldObj.spawnParticle(EnumParticleTypes.BLOCK_CRACK, this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D, new int[] {Block.getIdFromBlock(Blocks.FIRE)}); } ++ticksExisted; if (this.ticksExisted >= 100) { this.setDead(); } if (!this.worldObj.isRemote) { this.pushOutOfBlocks(0, 0, 0); this.addVelocity(this.motionX * (double)this.knockbackStrength * 0.01D, 0.7D, this.motionZ * (double)this.knockbackStrength * 0.01D); worldObj.playSound((EntityPlayer)null, posX, posY, posZ, SoundEvents.ENTITY_BLAZE_BURN, SoundCategory.NEUTRAL, 0.7F, 1.5F / (worldObj.rand.nextFloat() * 0.4F + 0.8F)); } } However I would like to add a small possibility of when it makes impact that it will summon a lightningbolt from the sky to strike the entity that it hits. Possible? (I sure hope it is)
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How Would I Get A Thrown Entity to Circle Around Another One?
gurujive replied to gurujive's topic in Modder Support
I'm a big fan of making particles do weird things. If I had a field of these things to execute particles at I'd have a bunch of fun with it. Ocean waves of particles. I'd just like to do as many cool things with particles and moving pieces as I possibly can. -
How Do I Reset The Command Console Data For A Modded World?
gurujive replied to gurujive's topic in Support & Bug Reports
That still doesn't answer my question though..... >.< Can remove *any mod with blocks that you can setblock. Then reload the game, and still its the same thing. So Idk about auto-complete and all that stuff. But I'd just like to delete the console or something then restart the world and reload it into existence. What needs to be accomplished is it being refreshed. -
How Would I Get A Thrown Entity to Circle Around Another One?
gurujive replied to gurujive's topic in Modder Support
Here is an example of what I'm talking about (its definitely not planets): (I can just imagine some awesome floors and stuff, and it would be super easy to set up with some repeaters.) I've been looking at some things, I don't know how I will loop it exactly right now. But I could summon the entity in, then have it add motion to itself. Then do that at intervals of time. My question was more related to if there was some kind of multiplication example or something to make the adding motion part easier. Or if I would have to have more intervals of motion being added. Instead of some algorithm drawing the line for me. (I guess I'd just like to know if there is such an algorithm, but then again drawing a circular line around an object by summoning things from the center of it to complete a circle then have something spawn to travel that circle may just be a tad too bit complex/unnecessary) But I find myself in the same predicament with adding motion several times then looping it somehow. It would be simpler to have some kind of algorithm that as it existed an amount of motion would be added in that would allow it to travel around in a circle. But I'm not really technically advanced here... I have something to learn here for certain. ftw: if (!this.worldObj.isRemote) { this.doBlockCollisions(); } -
I have a thrown entity I can summon in for lengths of time, It acts as though it has no gravity. What I would like to do is from that entity have another entity that circulates around it on the horizontal plane. Is there some simple looking code or an example of this anywhere anyone knows of? The purpose of this is to imitate flowing of ocean waves with multiple circulating objects.
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I have installed a mod. Then I removed it, and deleted the config. It had a significant amount of blocks. When I do the /setblock command however the stuff from the mod is still showing in the command console as if I could setblock a block that doesn't exist. How do I clear or reset the command console, so there's not a bunch of junk in there?
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How to make a transparent element in model
gurujive replied to trollworkout's topic in Modder Support
Cool beans man I just didn't know if you knew you could add your own custom texture for the block. Like where your lang and model folders are, you can add one says textures inside it make two folders named entity and block inside of it. Then have your json get it. { "ambientocclusion": false, "textures": { "0": "guru:entity/air_orb", "1": "blocks/glass_pane_top_black" }, The mcmeta photos should render partially invisible naturally. like nether portal, water, and lava(ok, maybe not lava). end_gateways being a multilayered imaged block. anyways, keep it real man! -
How to make a transparent element in model
gurujive replied to trollworkout's topic in Modder Support
You should be able to use mcrayfishs model creator to select different texture faces on the same element individually. If you just re-texture the top element with water and then add both the image and mcmeta in your textures. The texture will render animated on the specified element, and the parts that aren't will be whatever you texture them as. possible solution to possible z-fighting appearance: replace the down north east south west parts of that element with the black part of either the black or white window pane png. Works good with item models. The glass panes may render as black though on a block. -
These Libraries Failed To Download (Most certainly closed!)
gurujive replied to gurujive's topic in Support & Bug Reports
It appears as though graphics card drivers were required for forge. how bout that! All good to go now Working A-Ok -
These Libraries Failed To Download (Most certainly closed!)
gurujive replied to gurujive's topic in Support & Bug Reports
So yeah... turns out that didn't work What am I doing wrong....? crash report turned out like this: -
I have java 8u111 now, I only have the jre installed, minecraft, and forge. Along with several windows updates... For some reason or another I am getting this when I go to install forge, what do I do? edit: After going to install it a couple of times, it installed. (I don't know why this happened still though) But I have forge working again that's what matters
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Game Not Launching After Clicking Play (edit#4) -closed
gurujive replied to gurujive's topic in Support & Bug Reports
Well I managed to fix it, I tore down and rebuilt peace. All is functioning normal Back to the norm. I'll just have to accept that computers ask people questions... (it didn't for a long while though it sure was nice) .... (but I can't do that... or the computer will get angry at me and refuse to work one day) -
Game Not Launching After Clicking Play (edit#4) -closed
gurujive replied to gurujive's topic in Support & Bug Reports
Well, my partitions are healthy, but this is some kind of windows bug turns out. I'm having a hell of a time with this, can't even factory reset the darn thing... what fun it is to not have an install cd. Its like its melting down and I can't reset it or create a new profile to fix it... all new profiles don't load, and produce an error when attempting to log on to them, instantly logging me back off. >.< .... My computer has officially turned against me. None of this would have happened if windows didn't ask you stupid questions like, "are you sure, you clicked that already once and you are the admin?".... -.- lasted months though.... but now.... yikes.... idk how in the world im going to fix this. -
Game Not Launching After Clicking Play (edit#4) -closed
gurujive replied to gurujive's topic in Support & Bug Reports
I was able to reproduce this switching back and forth between vanilla 1.10.2 and the new snapshot. Its a vanilla client bug or something. I'm really hoping its not on my end.... -
Game Not Launching After Clicking Play (edit#4) -closed
gurujive replied to gurujive's topic in Support & Bug Reports
If there is any other information I can provide, please allow me to know. This is alarming to me, and I hope there is a resolution. -
That's neat.
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-498 & -496? how does that work....? lol, supposed to show the same result though correct?
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but here's the catch, when you stood on it, it was not a log. when you looked at it, it was not a log. when you ran at it and stuck to the side of it... it was not a log. but it was a log? It could be any block for that matter though. But it still wouldn't be whatever it is. I can also say they are not a bug because if you execute the falling_block at an entity going up and produce these, you can do so inside of blocks, such as a pillar 2x2 and 8 high. Going from the bottom, summon the entity in upward motion as to where it travels 8 blocks high inside of the blocks of the pillar. It will appear as though the pillar will fall downwards layer by layer and produce a pretty sweet looking animation. 8 high would be 8 fill commands to lower the pillar and 8 fill commands to raise the pillar and that would be 8 times of loading which would make the experience choppy if you had about 4 pillars, doing it layer by layer. With execute and these it is execute the pillar up, so it shoots out of the ground. Then, shoot the pillar up out of the ground again (the same command executed twice) to lower the pillar back down layer by layer. that's 1 command for up 1 command for down and 1 command to fill air and erase the phantom blocks. Way less lag, less commands, and it looks cooler.
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It appears as though I have clicked the wrong button to edit my post with. isn't that nice :]?
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what output do you get when doing the same with barrier blocks as the id instead of log? the results work a bit different when using a barrier block to lay them. the rotation thing is cool btw.
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Forge Versions Affected: 1.10.2 - 12.18.2.2107 the same thing is also happening to me on: 1.10.2 - 12.18.2.2099 At first, both versions worked but then this happened: Details: The vanilla will launch if I just start up the computer and launch Minecraft and click play. With forge installed, I go to launch the forge profile on the client with no mods present. (1.10.2 being loaded on vanilla beforehand) The window for the game never pops up after I click play. Launching the client again and clicking play does not help, actually the opposite. After clicking play with the forge profile selected and the window not popping up. If you bring up the client again to instead then launch vanilla, it will not allow you to, the client will disappear and you will be left with no minecraft game window. Been happening all day. I don't know whats going on. I completely uninstalled minecraft & forge entirely, then reinstalled minecraft and forge and reproduced this with no mods in the mods folder. This problem did not occur on the following forge versions: 1.10.2 - 12.18.2.2097 I don't know if it happens on 98 or not, the release was so quick I did not play it. I have to restart my computer so I can launch vanilla minecraft after this happens. edit: This is not happening now, for several hours though I was having this problem.... I got 99 to launch alright, I went back to 97, then launched it to see if it would work again. It did. So then I went with 99 once more and it is running now... I really don't know. I just now got it to launch right after several hours. I have not went back to 107 to see about it, I'm cool with where I'm at for right now ; I can finally play again >.<, I don't know what that was all about... all I know is that I couldn't play with forge and it sucked, and I restarted my computer several times. edit#2: I'm going back to 97 to see if that will work..... edit#3: 97 works, 99 would launch but when closing the game then going to launch the new snapshot the client would fail to launch vanilla. 97 I can launch forge, close minecraft, then launch snapshot, and both launch. edit#4: When this occurs javaw.exe will pop up as 2,260-2,264K in my processes. Going to launch the game results in another javaw.exe same memory usage. I can manually end all java processes through task manager and it will still not allow me to launch the game. Also the cpu usage will go from resting at 10% to about 40 to 50 sometimes it kicks up to the 60%'s, regardless if there are javaw.exe's available or not. manually ending the java processes will not get my cpu to go back down either. When going to "shut down" or "restart" my screen will flash black before powering off (which is not normal and usually indicates a background process running that is being ended.) (this occurs after all javaw.exe processes have been manually ended as well via task manager.) more additional info: java version I'm using: jre1.8.0_102 (most up to date) jdk I'm using: jdk1.8.0_102