Jump to content

Daveyx0

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by Daveyx0

  1. Thanks for the response, diesieben. (Nice to see you are still at it on these forums :P ) Yes, I do use countEntities, but I use it to limit the spawn of that specific entity class, not ALL mobs. I received reports of modded mobs also spawning less and I cannot even check for those classes so I find it hard to believe that that would be the issue... I'll try to remove it when I get home from work and see, but I doubt it's the problem. If you find anything else suspicious, please let me know. I'm still stumped.
  2. Hey there, Throughout the years I worked on many entities and spawning systems but one problem seems to often arrise: users report their global mob spawns being reduced. So I made a new system and voila, I receive the same complaints on day-one of release. So I am obviously missing an essential point of mob spawning. In my current iteration I have a vanilla-inspired spawning system that uses an event to trigger, shown here: https://github.com/Daveyx0/MultiMob/blob/master/main/java/net/daveyx0/multimob/spawn/MMWorldSpawner.java (all other relevant files are in the parent "spawn" package). It grabs spawn entries from configs to create spawns, but that presumably has nothing to do with my issue. It works (seemingly) completely seperate from the vanilla version of the system; yet it appears to affect it anyways. Reason for using this system is essentially the option to input my own conditions for spawning on a mod-basis-level and for flexibility. I looked around in the source code for MC and was not able to detect a clue on why my code would hamper the spawning of vanilla mobs. In fact, it always APPEARS to work fine in dev environment, but users then report something completely different. My question here essentially is if people know about a common mistake I'm running into (like a complete newb) or if there is something else at play here. Or am I cursed? Having a hard time with this one. Thanks in advance! Daveyx0
  3. Thanks for the quick reply diesieben07. Although this wasn't my problem, it did lead me to the solution. I actually put my check in the wrong location I feel so dumb. Thanks again!
  4. Hey there, I was wondering if it was in some way possible to get the domains or modIDs of all the mods currently installed through code. I want to use this for a class that gets information out of certain textures. I would love to add mod compatibility to this, but I'm having trouble getting into the assets folder and looking for the other mod's block textures. I was able to do it with the original Minecraft textures through it's domain. Sadly this resulted in only Minecraft's domain: SimpleReloadableResourceManager resourceManager; resourceManager = (SimpleReloadableResourceManager)Minecraft.getMinecraft().getResourceManager(); Set set = resourceManager.getResourceDomains(); Object[] domains = set.toArray(); Another way would be to get the path for the assets folder and getting the name of the folders inside. However I don't know what this will do after a build. Would that still work? Or could I do it with inputStreams somehow? I couldn't find someone with simular needs so therefore I am posting here. Thanks in advance for any answers!
  5. I also have this issue and I'm curious on what fixes it. Any luck yet? I personally converted my sound using Audacity which, to my knowledge, is quite universal. Also, I used stone.ogg by Mojang as a replacement for my sound and it still doesn't work (it's in assets/modID/sound). So I can hardly imagine that the codec of the sound file is the issue. Does it perhaps have anything to do with the fact that it asks for a pack.mcmeta for my mod? I'm really stuck on this so I hope this gets solved. Here is my code btw, just so you guys can check.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.