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About FuzzyAcornIndustries

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  1. Oooh, thanks for clearing that up. Thanks, I definitely understand that is not something to try and do.
  2. I created a furnace like TileEntity that performs its own unique processes with its unique recipes. It performs exactly as intended with item processing and GUI display. At this point I want to add this Custom Furnace and its recipes to be viewed like a Furnace in the Recipe Book. What can I look at to figure out how to do this?
  3. Oh thanks! This is very helpful and I played around with all of these and have a good idea of how the three events work. Now how do you actually store information to be used on a different event? I think my needs changed a little bit. One of my users recommends that I only have specific items come back with the player rather than the whole inventory. So how could I do this: First event: Find a specific item in inventory on death Second event: Delete that specific item from drop collection Third event: Place that specific item in player inventory As far as
  4. I am looking to create an item where if it is in the player's main inventory, when the player dies, they do not drop their items upon death. What would I look into to create this effect? Item being consumed on use could be useful but not required.
  5. I want to figure out how potions in crafting recipes are handled. I see a TippedArrowRecipe class for I assume doing this with Tipped Arrows. If this is what needs to be used, how do I deploy this in my mod? (such as registering it and making the Json recipe files) I would not mind referral to another mod that has done this so I could reference for doing/learning this.
  6. Thank you! I knew it was something absolutely simple. I just didn't think to check the horse constructor.
  7. I'm working on a custom mount. Right now, I have it mimic most everything a horse can but I cannot figure out how to get the mount to travel up one block inclines like a horse can. I cannot find anything in the related Horse, EntityLiving, or PlayerEntity classes. Where is this feature located? Or what might it be called in code so I could run a search for it.
  8. Ah, I did not know EntityDataManager applied to both Client and Server. It works beautifully now, thanks! I may look to see if that can affect my action animation code as that logic was originally written before EntityDataManager was an established thing. Thank you for that little bit about Packets as that helped me better realize what those various functions on SimpleNetworkWrapper are intended to do.
  9. I am working with Packets to assign a value to an Entity's Client Side version to pass animation information to its Model class. This particular value tells the client side entity that the mob has a current target (aggro). Most all of the code I have checked seems to run/fire correctly but the key value I need assigned/changed doesn't change on the client side entity. With this set up, when I run print statements I see the Server side Entity will say true for isAggroed but false for Client side. Here is what I have right now: Entity Class (EntityImmortalArcanine):
  10. Thanks! That gave me the direction I needed. And as I started copying over the code to share, I happened to find the issue. The SoundEvent variables for the mob sounds accidentally got replaced from the SoundEvent registry handler Set when I added a new mob to the modification. I did not realize that missing something like that there would not cause a complete failure of the sound playing. Again, thank you!
  11. I encountered a strange issue where 1 of 7 similarly programed custom Tamable mobs in my modification has none of its sounds play when on a Server. Instead you get the default mob sounds. When played on single player, the mob sounds play as expected. I checked the server and client logs when it starts up and I don’t see any messages indicating the files are not loading. Instead, I notice a strange null pointer exception message to sections of code I do not recognize. They appear any time I suspect the mob’s sound is supposed to play, seen below (Client log):
  12. I want to add items with a feature where they regenerate durability over time and I am trying to find the most effective or least complicated way to do it. Do either of the following sound ideal: Option 1: Item’s onUpdate() I feel the easiest way would be to add to an Item’s onUpdate() function something like: if(worldTimeTick % 200 == 0) { if(stack.getDamage() > 0) stack.setItemDamage(stack.getDamage() – 1); } If this is even practical, how could I find the “worldTimeTick” and apply it in the Item class? I see Minecraft C
  13. I tested if the code ran while it was invisible but didn't until it was visible. I am embarrassed to admit but I think I found what happened. As I was changing the code, I left the blocks that were already placed as is. As I was playing around with the blocks in the loaded environment just a few moments ago, I accidentally destroyed one. When I placed a new one down, it no longer turned invisible on loading the game. I deeply thank you for looking at my code and confirming that I did most of this right! It was very difficult to get this far.
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