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Everything posted by gurujive
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Zombie using AI to run across phantom blocks to get to a villager while wielding a barrier block in hand:
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*facepalm* dude.... its a PHANTOM block. *waits for the planes to fly over-head*
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Another interesting thing to note about these blocks is that blocks can be placed where they exist, as if an entity was occupying the location, but when you place the block it will turn into another (block entity displacement or something?). I do have a way of recreating this block (which has worked for a long time). Allow me to demonstrate: (I had F3+h active as well) Here are the commands you will need and relative command block information, I'm playing on the 1.11 snapshot atm so they may be kungfu with earlier versions. Once you get them set up all you need to do is push a button to summon the armorstand then pull a lever and then pull the lever back up (depending on how many phantom blocks you would like) impulse, unconditional, needs redstone - button/lever /summon armor_stand ~1 ~0.4 ~ {CustomName:"happyfeet",NoGravity:1b,Invisible:0b,ArmorItems:[{},{},{},{id:bedrock,Count:1b}]} repeat, unconditional, needs redstone - attach lever /tp @e[type=armor_stand,name=happyfeet] ~0.042 ~ ~ ~3 ~ chain, conditional, always active - attached to repeat command block. /execute @e[type=armor_stand] ~ ~ ~ /summon falling_block ~ ~ ~ {Time:40,Block:"minecraft:log",Data:3,DropItem:0,Motion:[0.0,0.-51,0.0]} Here are some pictures: The armorstand printing the phantom blocks: Me looking at a phantom block: Me placing a block at/on? a phantom block and quickly taking a picture before what I place turns to log. Me standing on a phantom block: That's what you call a *REAL barrier block , ya know... if you couldn't just set blocks to slowly break it down. You can do some pretty cool stuff with these things I've learned... they are pretty cool. I like em Itsa' block I can stand on it. Existence confirmed. Now where's it at?
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And I personally don't believe I can just sit here and play minecraft with a recorder long enough for it to reproduce. Its not something that happens too awfully frequent, kinda rare, kinda common somewhere in between there. All I have plugged in is a keyboard, single usb stick, and mouse. (I could see about just unplugging the keyboard and plugging it back in instead of awds over and over, would probably work.) The largest file size of mod I play with is 620kb... It wasn't like I was overloading it or anything. I'm only playing with 4 mods til thaumcraft rolls around again. 1.10.2-forge1.10.2-12.18.2.2105 Is the one I was playing on, but its happened in many versions beforehand too. I just write it off as a small quirk when it occurs, but it eventually got to me, and I guess I felt as though I should report it. I would ask if there is something specifically that could trigger such a thing happening... That way if it was something I could go back and double check then I would. But nah... Wouldn't be cool to know. edit: Would be nice to double check if I needed to though... sucks I can't just be like, "here's the info you need!"
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The phantom block has properties of spider web and a barrier block, In that it is invisible and when you come into contact with it you stick to it. How do I access this block? I know it exists and it has 2 properties. (at least 2 properties) The difference between spider web and phantom block is that a player doesn't slide through a phantom block like a spider web, but rather sticks, similar to a glue block. (if that existed) The difference between barrier and phantom is you can't see it in creative mode when wielding an item. Also, when walking across the top of them, it is as though the player is falling/sliding across the top. It reduces run speed to a brutal crawl. Its like a slime/spider/barrier block, without an item. Where is this glue block though...? I would more-so like to just be able to know and see the properties of this block, rather than recreate some kind of backdoor block that semi-exists. Wouldn't hurt to be able to fill and setblock with it though. What is the phantom block? is it a block? is it found with other blocks? I know its not an entity because it snaps to the grid like other blocks do. Does it extend block?.... is it hidden...? can I not access this through forge? Its a vanilla block for certain, can make em with armorstands and executing fallingsand in motion while /tp ing the armorstand towards a direction.
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When I am moving around building, not all of the time, but on an occasion I will be holding w for up or d to move my player to the right, or any other direction for that matter. My player will then keep moving in that direction after the key is pressed and released. Its not that my keys are stuck, but its like the key is stuck, is a simple way to explain it. The game sticks the key in-game. Keyboard is 100% alright (key not stuck in reality). Pressing escape and going to the menu does not stop this issue when it occurs. You will continue going in the direction you are stuck going in once closing the menu. I only experience this on forge and not vanilla minecraft, so I figure it as a forge bug and not a vanilla bug. I am able to fix when this happens by pressing wasdwasdwasdwasdw over and over til my player unsticks. But, at the same time, that's not really a fix... and it is rather blah That's all I can do though :\ This is me doing more than that though... not being lazy, doing the report thing... so here it goes. *crosses fingers*
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[1.10.2] EntityThrowable not causing damage to hit entity
gurujive replied to maestro1184's topic in Modder Support
Wrong. http://stackoverflow.com/questions/9748160/why-f-is-placed-after-float-values thanks -
[1.10.2] EntityThrowable not causing damage to hit entity
gurujive replied to maestro1184's topic in Modder Support
I apologize for not being able to demonstrate in a nicer way how the floats work... :\ -
[1.10.2] EntityThrowable not causing damage to hit entity
gurujive replied to maestro1184's topic in Modder Support
yeah the int of i = 20. In the case of it hitting anything that is an entity, it will deal a damage of 20. Whereas: if (result.entityHit != null) { int i = 0; if (result.entityHit instanceof EntitySlime) { i = 2; } if (result.entityHit instanceof EntityBlaze) { i = 5; } would return different damage values for different types of entities. 20.0F would be 20 f. Or f = 20; Or i = 20; i is the letter to represent that particular float. -
[1.10.2] EntityThrowable not causing damage to hit entity
gurujive replied to maestro1184's topic in Modder Support
protected void onImpact(RayTraceResult result) { if (result.entityHit != null) { int i = 0; if (result.entityHit instanceof EntityLivingBase) { i = 20; } result.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)i); } -
[1.10.2] EntityThrowable not causing damage to hit entity
gurujive replied to maestro1184's topic in Modder Support
If on impact the result is entity hit get thrower return float for damage: protected void onImpact(RayTraceResult result) { if (result.entityHit != null) { int i = 0; if (result.entityHit instanceof EntityLivingBase) { i = 4; } result.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)i); } -
[1.10.2] EntityThrowable not causing damage to hit entity
gurujive replied to maestro1184's topic in Modder Support
This is possibly the most basic entity throwable for 1.10.2 with sounds and particles, you may be able to draw some conclusions from this: public class EntityExample extends EntityThrowable { public EntityExample(World worldIn) { super(worldIn); } public EntityExample(World worldIn, EntityLivingBase throwerIn) { super(worldIn, throwerIn); } public void onUpdate() { super.onUpdate(); this.worldObj.spawnParticle(EnumParticleTypes.BLOCK_CRACK, posX + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, posY + (worldObj.rand.nextFloat() / -2 - worldObj.rand.nextFloat()) / -1.3, posZ + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, 0, 0, 0, new int[] {Block.getIdFromBlock(Blocks.DIRT)}); } public float getGravityVelocity() { return 0.005F; } public EntityExample(World worldIn, double x, double y, double z) { super(worldIn, x, y, z); } protected void onImpact(RayTraceResult result) { if (result.entityHit != null) { int i = 0; if (result.entityHit instanceof EntityLivingBase) { i = 4; } result.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)i); 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.DIRT)}); } if (!this.worldObj.isRemote) { this.setDead(); worldObj.playSound((EntityPlayer)null, posX, posY, posZ, SoundEvents.BLOCK_GRASS_BREAK, SoundCategory.NEUTRAL, 0.7F, 1.5F / (worldObj.rand.nextFloat() * 0.4F + 0.8F)); } } } -
All vanilla projectiles don't fly right, its just something that happens in vanilla. I would like to fix that by adjusting the amount of updates sent to the vanilla arrow, fire charges, snowballs and etc, since mojang doesn't feel like doing so... Also is it possible to unload all creatures in the game and put your own in overriding the vanilla mob with the one with the more update packages? The super charge up crap, where the entity bugs out, is untargetable then runs at you. (client lag) I'd like to see about fixing that too. I don't have the intent of a coremod, figured I'd ask though since this has been a vanilla problem since forever.
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I still believe the math on the pistons would break it... Like if it was going down, piston hit it. Then for a brief moment it existed going down and up... crash. Or it may immediately crash when the piston goes to push it, or what if it made contact with slime >.>? For this reason I'm not going to pursue the idea... This is way more complex then I had initially imagined as well. It was nice looking through the little crack in the door.... Just not a reasonable non resource-heavy way to do it. Would be so awesome to see a redstone pinball machine though >.<
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It could totally just be a plane jane grey ball with white shading. I just believe it would be cool to see a pinball you can push around on minecraft and make pinball machines with. You'd really only need to have around 2-3 of them on your screen at max, that's if you hit a multi-ball bonus multiplier though.
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Back in 1.8-1.9 you could do block collision when an entity projectile made impact at the right angle and that would make it slide across the ground.... I'm kind of looking for a way to do that similar such thing in 1.10.2, except reliable enough to make a silver rolling ball with. The ball would be slightly shorter than the player, Could be pushed around with pistons and stuff like that. It is like this really simple idea that's super complex. I know json won't support this one...
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Did a 12 year old seriously do that? Like all of that from scratch? If so impressive. The man with the anvil is so-so, but the anvil icon is like a army knife anvil combo. Looks cool.
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Overriding all projectile motion to match server changes
gurujive replied to njny's topic in Modder Support
so the arrows don't lag/glitch/jerk before hitting the ground: private static void register(Class cls, String name) { EntityRegistry.registerModEntity(cls, name, id++, Guru.getInstance(), 128, 214, true); } 128,214 is enough to where if you throw/fire something from the player it wont jerk before hitting something or the ground. I can't stand how vanilla arrows and snowballs jerk while flying through the air. Makes keeping up with flight patterns a pain. If you were to make a custom entity you could just remove the water movement handling, or adjust it. -
I'm having problems here from the get go: "For semi-transparency, see glass and its resources." I retextured vanilla glass and it is not transparent when gold and placed. "Since redstone and transparency have historically been incompatible." I cannot come up with an idea of one single block that has a light level that I can put redstone on... It doesn't exist and the code says, "I don't support your block idea" So I guess that pretty much wraps up my 1st block idea... so much for that. Was a cool idea though. Would be an epic block
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This one too, "Also is it possible to make a solid transparent block that gives off light and can have redstone placed on it?" The other question was answered. I also used a resourcepack to retexture glass with my semi transparent gold block texture and it still appears as a solid gleaming block of gold when I place it down. The break textures are transparent and the item becomes transparent but when placed the block is solid and bright. So how is this possible.... it doesn't work for solid or transparent type blocks....? Is it because its gold or what? ..... this is wierd
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So my goal here is to make a gold block that is transparent/ghostish/glasslike It should have the hardness of bedrock and put off a light level all the time that is high enough that no hostile mobs can spawn on it. Redstone must be able to be used on it. I retextured the vanilla sea lantern and bedrock via resourcepack with a semi transparent texture and both of them come back as a gleaming solid gold block. (not transparent at all) So I'm aware that there is some kind of trickery going on here from the get go... So I start by opening up the block class and half to 3/4ths of the stuff I see is deprecated. So I figured I'd come here and ask what's up with this? Also is it possible to make a solid transparent block that gives off light and can have redstone placed on it? The idea of the block comes from the book revelation in the bible. "having the glory of god: and her light was like unto a stone most precious, even like a jasper stone, clear as crystal" "and the building of the wall of it was of jasper: and the city was pure gold, like unto clear glass." "and the street of the city was pure gold, as it were transparent glass" "and there shall in no wise enter into it any thing that defileth" So... a city has some form of energy (redstone in mc), transparent gold block with incredible hardness like a diamond, and it puts off so much light defiled things can't enter. (this would be used as a building block of course) 1st block... here I go.
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I love it personally.