Jump to content

[1.7.2] Spawning Animals In The Dark


qpwoeiruty

Recommended Posts

How would I go about spawning an animal, similar to a sheep, where the light level is below 8. I have tried adding this but nothing has changed.

 

public boolean getCanSpawnHere() {

 

        int i = MathHelper.floor_double(this.posX);

        int j = MathHelper.floor_double(this.boundingBox.minY);

        int k = MathHelper.floor_double(this.posZ);

 

    return this.worldObj.getBlock(i, j - 1, k) == Blocks.stone && super.getCanSpawnHere() && checkUnderground() && this.worldObj.getFullBlockLightValue(i, j, k) < 8;

 

}

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • When trying to load Craft to Exile 2, game crashes and this error message pops up:   https://api.mclo.gs/1/raw/B2oYte0
    • FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':processResources'. > Could not copy file 'C:\Users\jedil\Downloads\forge-1.20-46.0.14-mdk\src\main\resources\META-INF\mods.toml' to 'C:\Users\jedil\Downloads\forge-1.20-46.0.14-mdk\build\resources\main\META-INF\mods.toml'.    > Failed to parse template script (your template may contain an error or be trying to use expressions not currently supported): startup failed:      SimpleTemplateScript1.groovy: 1: Unexpected input: '(' @ line 1, column 10.         out.print("""# This is an example mods.toml file. It contains the data relating to the loading mods.                  ^   This is my mods.toml script: # This is an example mods.toml file. It contains the data relating to the loading mods. # There are several mandatory fields (#mandatory), and many more that are optional (#optional). # The overall format is standard TOML format, v0.5.0. # Note that there are a couple of TOML lists in this file. # Find more information on toml format here: https://github.com/toml-lang/toml # The name of the mod loader type to load - for regular FML @Mod mods it should be javafml modLoader="javafml" #mandatory # A version range to match for said mod loader - for regular FML @Mod it will be the forge version loaderVersion="${46.0.14}" #mandatory This is typically bumped every Minecraft version by Forge. See our download page for lists of versions. # The license for you mod. This is mandatory metadata and allows for easier comprehension of your redistributive properties. # Review your options at https://choosealicense.com/. All rights reserved is the default copyright stance, and is thus the default here. license="${All Rights Reserved}" # A URL to refer people to when problems occur with this mod #issueTrackerURL="https://change.me.to.your.issue.tracker.example.invalid/" #optional # A list of mods - how many allowed here is determined by the individual mod loader [[mods]] #mandatory # The modid of the mod modId="${MCRefined}" #mandatory # The version number of the mod version="${1.0.0}" #mandatory # A display name for the mod displayName="${Minecraft Refined}" #mandatory # A URL to query for updates for this mod. See the JSON update specification https://docs.minecraftforge.net/en/latest/misc/updatechecker/ #updateJSONURL="https://change.me.example.invalid/updates.json" #optional # A URL for the "homepage" for this mod, displayed in the mod UI #displayURL="https://change.me.to.your.mods.homepage.example.invalid/" #optional # A file name (in the root of the mod JAR) containing a logo for display #logoFile="examplemod.png" #optional # A text field displayed in the mod UI #credits="" #optional # A text field displayed in the mod UI authors="${me}" #optional # Display Test controls the display for your mod in the server connection screen # MATCH_VERSION means that your mod will cause a red X if the versions on client and server differ. This is the default behaviour and should be what you choose if you have server and client elements to your mod. # IGNORE_SERVER_VERSION means that your mod will not cause a red X if it's present on the server but not on the client. This is what you should use if you're a server only mod. # IGNORE_ALL_VERSION means that your mod will not cause a red X if it's present on the client or the server. This is a special case and should only be used if your mod has no server component. # NONE means that no display test is set on your mod. You need to do this yourself, see IExtensionPoint.DisplayTest for more information. You can define any scheme you wish with this value. # IMPORTANT NOTE: this is NOT an instruction as to which environments (CLIENT or DEDICATED SERVER) your mod loads on. Your mod should load (and maybe do nothing!) whereever it finds itself. #displayTest="MATCH_VERSION" # MATCH_VERSION is the default if nothing is specified (#optional) # The description text for the mod (multi line!) (#mandatory) description='''${Minecraft, but it's, like, better.}''' # A dependency - use the . to indicate dependency for a specific modid. Dependencies are optional. I tried using --scan or --stacktrace, those were no help. I also tried Ctrl+Alt+S, the template I used did not appear. HELP
    • They were intended to be used on tutorial posts so that people could easily find tutorials based on their skill level, but instead the tags were abused for unrelated things that made the original intent useless... for example, people often posted crash reports with the "beginner" tag, so instead of finding tutorials for beginners, you got crash reports showing up in searches.
    • The crash says: Exception caught when registering wandering trader java.lang.NullPointerException: Cannot invoke "net.minecraft.world.entity.Entity.m_9236_()" because "entity" is null at com.telepathicgrunt.repurposedstructures.misc.maptrades.StructureSpecificMaps$TreasureMapForEmeralds.m_213663_(StructureSpecificMaps.java:53) ~[repurposed_structures-7.1.15+1.20.1-forge.jar%23708!/:?] at jeresources.collection.TradeList.addMerchantRecipe(TradeList.java:58) ~[JustEnoughResources-1.20.1-1.4.0.247.jar%23630!/:1.4.0.247] JustEnoughResources is mentioned, too Does it work without one of these mods?
    • I have been trying to place a jigsaw structure for about a week now and cant get it to work. I have the template pool etc set up and working it does randomly generate now I just want to place it in the world using a coded trigger. I cant seem to find any useful information on the internet and am completely stuck I think I need to use : JigsawPlacement.generateJigsaw() But I cant get the Holder<StructureTemplatePool>
  • Topics

×
×
  • Create New...

Important Information

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