Jump to content

dwinget2008

Members
  • Posts

    38
  • Joined

  • Last visited

Everything posted by dwinget2008

  1. Well if you're gonna get technical on me... sure I'm "removing stuff"... since we want to avoid changing the vanilla code directly, to "modify stuff" in it we can remove and replace. A fine example is "Block.blocksList[ x ]=null; Block.blocksList[ x ]=Block.myBlock;" Remove and replace my friend, now we have made a MODIFICATION so to speak. So instead of criticizing and saying stupid this, stupid that. Try to be a little more constructive and see the big picture in what I'm saying/asking instead of marking single lines or words. I understand that you mean well, and want to warn me of messing with stuff I don't fully grasp. Hey, I like coding, I'm not an ace in any way. But I like to experiment, see what happens, see if it's possible, see what I can do. And if the program crashes, so be it, then I revert and try something else. So if I see an opportunity to improve something, I'll do it! And that includes Forge (to answer your question), if I see a way to improve it I would. Pheew... this was a waste of time.... please, no more talk of this. I am aware that a program can crash or bug out with bad code. I learned that a looong time ago ... actually I would say that is the first thing you learn about coding. Then you learn to fix the bugs. And when it works, you get your rush. That's why we love programming, problem solving! So anyway, no handy way of overriding e.g. the furnace GUI anyone? Thank you for posting this question. I had found that I needed Block.blocklist[x] = this.myblock, but no where did it tell me anything about the Block.blocklist[x] = null. After finding this post I was able to make my custom sand, which acts exactly like normal sand, replace the vanilla sand. The only difference is that now the sand doesn't drop its self it drops my custom item. Again thank you so much. Now on the my other issue that seems unsolvable. That is making a custom sapling grow my custom huge tree. In theory it should work the same as a jungle sapling, but it doesn't seem to be working.
  2. Thanks for the reminder that I can do that. I will check it out and see. If you think of anything different let me know.
  3. I have changed the vanilla sand block to a sand block of my own. Everything works fine, except.... The sand doesn't fall. It looks like it tries to when you place it, but it doesn't fall. I am not sure what else I need to do to fix this. I am mostly doing this for a learning experience so any help is nice. Currently the sand drops diamonds, why not, but there is a recipe to take the diamonds and make my custom sand block that replaces the vanilla sand. Here is the code for what I have: http://gw.minecraftforge.net/bqgY If you can help out that would be great. thanks.
  4. I am having trouble finding the method, or variables, in BlockSapling to be able to use four saplings + bonemeal to generate my custom tree. I can get the Big and normal trees and huge trees to work with one sapling, but I want to use four like you would with a jungle tree. Any help is appreciated, thanks.
  5. Ok, so on that last question I found out my stupid Issue. I wasn't putting the event in the main load section. Again stupid mistake. New question though. I can get all the trees (normal, big, and huge) to generate in the world. My problem is that I cam use bonemeal to get the normal and big, but something in my code doesn't seem to work the way jungle saplings work. I can't get the huge trees from bonmealing my saplings in the same way you should be able to with a jungle tree. Here is the sapping code if you can help with it: http://paste.minecraftforge.net/view/01bf37e2 Here is the code for the huge tree: http://paste.minecraftforge.net/view/ff7b339c Thanks for your help!
  6. Thanks for your help that worked. Next question of the day, and this could just be eclipse being stupid, but MinecraftForge.Event_bus.regiester(new twoRivers_Bonemeal_Event()); doesn't seem to come up the way that is should. Is this still the way that you register bonemeal events?
  7. Ok interesting development, I can get the normal trees to generate find, as well as the Huge trees. But, I cannot get the Big trees to generate properly. The still give out soul sand as the branches, whereas the Huge trees use my custom log as the branched. Any thoughts on that one?
  8. Ok, so how can I fix this little glitch?
  9. I have modified the origional post to give the HeroCraft Main file and others.
  10. I am having trouble spotting where I need to make a change to the code of my big tree. I can get the tree to spawn as it should and even be the size that is should be. But for some random reason that I am haing trouble seeing I can't figure out why the branches are made of Soul Sand and not my custom log. This is the WorldGenBigTwoRivers file: http://gw.minecraftforge.net/o7BW And this is the TreeManager for the tree, though I am sure that the problem exists in the tree generator above: http://gw.minecraftforge.net/5zyx Here is the main file: http://gw.minecraftforge.net/nDBV Here is the MainInfo file just in case: http://gw.minecraftforge.net/k7PG Here is the twoRiversLog file: http://gw.minecraftforge.net/j1Ql Thank you for your help.
  11. So I found, finally, that this is an issue with minecraft it's self and not just my mod. The carrots and potatoes have this issue in the game and it will be fixed in a future update. Figured I would let you all know in case you might come across the same issue.
  12. I have been looking around in the minecraft source code and have been asking questions #minecraftforge IRC. I have not been successful in finding an answer to my problem. After I created my crop,and made it work with bonemeal, I still have one issue that I can't seem to solve. That is that I can't get the crop to break when the tilled field, or farmland, has been trampled, or jumped on. If I could get some assistance as to how to make this work that would be great. Thanks
×
×
  • Create New...

Important Information

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