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Bayesian fan and DSMC workhorse
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Right, perfect. I had thought that was necessary to get some of the library files. I had it in my head that you needed to run a vanilla game of version X at least one time before running a Forge game of version X, and that that applied to servers.
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I think I've got it to work now, but I'll answer your question here for the benefit of anyone who needs it. I thought I had done the following: Make server folder Run minecraft_server.1.12.jar in folder, which generates eula.txt Set EULA flag within text to "true" Run forge-1.12-14.21.1.2443-universal.jar It's possible in the past that I copied successful client instances to those server folders so that they had all the libraries, but in this case running forge-1.12-14.21.1.2443-installer.jar between steps 3 and 4, and "installing server" to the folder, fetched the libraries I needed. Thanks.
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I don't know command line flags so I don't know how to output the "4 more." Anyway, there's that "jopt" term again.
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By "won't run" I mean that double-clicking the universal.jar won't cause the window that "runs" the server to open, like as seen with the attached image. The server window depicted was run from forge-1.12-14.21.1.2397-universal.jar. There is no log to post since as the 2398-universal.jar won't open, no log file is created.
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Ordinarily I run the -universal.jar file to host a server on my machine for mod testing purposes. I then run modded Minecraft and connect to my machine's server instance. However, any forge version after 2397 no longer runs for this purpose. The changelog for 2398 reads: "Update JOpt version on the dedicated server to match client." To clarify: MultiMC does run Forge seemingly without issue for these versions—it's the universal that no longer runs. I have updated to the newest JRE: 8u144
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Good deal LexManos, thanks. My mod development has been a real random walk. I'll need to find a creative way to work around this one. So, just to confirm—this is an issue with vanilla Minecraft itself, ca 1.9? Edit: I want to emphasize that this bug does not occur on 1.8.9, even though according to NBTExplorer, reputation is saved under UUID and not user display name.
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I'm updating my mod that deals with villages and villagers, and adding a feature that requires the player's reputation in that village. Things are going well for 1.7.10 and 1.8.9, but I noticed that for versions 1.9.4, 1.10.2, and 1.11.2, your player's reputation in the village resets whenever the server is closed. This was immediately apparent in Eclipse, as a reputation query I put into my mod returned 0 for my player's name. I've been using NBTExplorer to look at the villages.dat file, and indeed for those three versions, the player reputation entry blanks when the server is reset (more specifically, when it's reset and the player logs back in). It's not a matter of username vs UUID, because 1.8.9 saves reputation under UUID, yet it remains between server runs. To be more sure, I ran a server on my machine and local-connected to it. I also used ZeroXCorbin's Village Info mod, and reputation resets to 0 when the server is closed and restarted. To be extra extra sure, I launched local vanilla-only servers and connected to them, using NBTExplorer to track reputation. Sure enough, it resets. To be clear, by "resets" I don't simply mean the reputation value goes to zero for the given UUID: I mean the village's list of players just blank completely, as though no player had earned or lost reputation in that village. Lastly, I even created a local vanilla world in 1.11.2. Same issue. It does not seem to matter whether I'm in creative mode or survival mode. It does not seem to matter whether I stop the server with /stop or with just X-ing out of the server window. It does not matter if I go a few hundred meters away from the village, sign out, sign back in, and return to the village. Upon returning, my reputation gets blanked. Am I missing something subtle in my diagnosis? Or is this a bug in 1.9 and later that's just so circumstantial to spot that it's not been caught yet?
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Putting (some) village information on a sign, and saving new tags
AstroTibs replied to AstroTibs's topic in Modder Support
Minor update. I first tried the following: Whenever I placed a sign on the village well, I then iterated through the villages within the villages.dat file Minecraft creates, trying to figure out which one the sign belonged to by simply calculating distance, and assuming the sign was in a village if that distance < radius. This failed, and I think the reason it failed is that village structures are being generated before any information is saved to the villages.dat file. I resigned myself to the fact that printing the radius on the sign was either impossible, or possible only post hoc once I've figured out the custom NBT data problem. Then, I tried to figure out how to save and load world-specific custom NBT data following this thread I found. After a couple hours of experimentation, I was successful in making a .dat file that can store things like the sign's coordinates and contents, and do so in a tag compound that can keep all the villages as separate entries (by way of the unique sign coordinates). From here I think I can store the village's name so that it can be retrieved somehow if the sign is lost in-game (i.e. the sign is broken). I've got some ideas on how best to do that. It's been a real gauntlet learning Java/Eclipse from nothing, with all the incomplete tutorials available. As of this post, the "radius" question is still up in the air but I'll post back if I hit another complete snag. -
Putting (some) village information on a sign, and saving new tags
AstroTibs replied to AstroTibs's topic in Modder Support
Yep, I figured out how to place the sign at the well and put text on it. Now I'm just looking how to obtain the radius of the village the sign has generated in. I just can't figure out how to read a value from the village's NBT so that it can be assigned to a variable. Here you go, bogotezz: placeBlockAtCurrentPosition(world, Blocks.standing_sign, standingSignOrientation, 0, 2, 0, boundingbox); //Sign on top // Put label on sign TileEntitySign signContents = new TileEntitySign(); signContents.signText[0] = "Top line"; signContents.signText[1] = "Second line"; signContents.signText[2] = "Third line"; //signContents.signText[2] = "Maybe I'll add a fourth line someday"; world.setTileEntity(this.boundingBox.minX, this.boundingBox.minY+signHeightOffGround, this.boundingBox.minZ, signContents); And here is GotoLink's Better Villages mod if you want to pore through it. -
Putting (some) village information on a sign, and saving new tags
AstroTibs replied to AstroTibs's topic in Modder Support
Modifying Vanilla. I'm not interested in making any custom village components (aside from the sign by the well), and the rest of the mod ideas I have involve interacting with the (vanilla and other mods') villagers. -
Putting (some) village information on a sign, and saving new tags
AstroTibs replied to AstroTibs's topic in Modder Support
To clarify, my MC version is unimportant. I can adapt whatever version to what I need. But I'd still like answers to the questions. -
I've been working on a mod to assign a name to a village. So far, following GotoLink's BetterVillages example, I can successfully generate a sign on a Village well and place text onto it. I would now like to do two things: Display stats about the newly-generated village (specifically radius) on the sign. It does not matter if these change at a later time; I just want that information on the sign as of when it gets placed on the well. I have a way to generate a name for the village, but I would like to save that string into the village's NBT so I can access it in other ways later. How do that? If I can't, how can I otherwise save the string and have it be associated with the village?