Jump to content

Recommended Posts

Posted

SOLVED

----------

Problem: I had a block where when you bump into it, it takes you inside of it, I added a new dimension for this but couldn't figure out how to generate the interior only once in the dimension.

 

Solution: In whatever your teleporting method is, either an item, colliding with block, etc... whereever you change the player's dimension is where you need to do the generation. Just use entity.getEntityWorld() to get the world, AFTER you change dimensions, then you will have the "dimension's world". Then use that world to do all of the structure creation.

 

Posted

I'm not sure if worlds have nbt but you could generate the structure once with an IWorldGenerator and then create a tag that says the structure has been built so it doesn't keep rebuilding it. Then again I've never really messed around with a chunk provider so I have no idea if this is possible.

The proud(ish) developer of Ancients

Posted

Don't think it would work. I added a dummy variable to hold whether or not it's been built and based on that add the block.

 

private boolean built = false;

 

if(built == false)

{

  addblockstuffhere

  built = true;

}

Posted

Oh, yes, sorry. Forgot to include that in last post ??? It doesn't work, it just doesn't add anything, but... I did another test, I had a counter variable, that increased every time that method was called and was printed out. When I first entered my dimension it was being increased without stopping until a certain point.. then it only increased as a moved towards un-generates terrain.

Posted

If it's easier, I could also just have it generate a cube of air and then build the structure inside. But I also couldn't get that working, as I keep getting index out of bound errors.

Posted
  On 5/28/2015 at 11:34 AM, Born2Code said:

If it's easier, I could also just have it generate a cube of air and then build the structure inside. But I also couldn't get that working, as I keep getting index out of bound errors.

Post your current code.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

Here..

 

    public void func_180520_a(int p_180520_1_, int p_180520_2_, ChunkPrimer primer)

    {

        for(int x = 0; x < 100; x++)

        {

            for(int z = 0; z < 100; z++)

            {

                primer.setBlockState(x, 100, z, Blocks.air.getDefaultState());

            }

        }

 

        primer.setBlockState(0, 100, 0, Blocks.end_stone.getDefaultState());

    }

 

Posted
  On 5/28/2015 at 11:59 AM, Born2Code said:

Here..

 

    public void func_180520_a(int p_180520_1_, int p_180520_2_, ChunkPrimer primer)

    {

        for(int x = 0; x < 100; x++)

        {

            for(int z = 0; z < 100; z++)

            {

                primer.setBlockState(x, 100, z, Blocks.air.getDefaultState());

            }

        }

 

        primer.setBlockState(0, 100, 0, Blocks.end_stone.getDefaultState());

    }

1. You should post the full code, not just a method.

2. Post the crash report together.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

Generating a cube of air and my structure inside forever was just a quick though, I would prefer the OP answered instead.

 

ChunkProvider

 

  Reveal hidden contents

 

Posted

1. First remove this line:

private static final String __OBFID = "CL_00000397";

It is minecraft deobfuscation id, which is totally useless and unrelated with modding.

(+ Do not copy-paste code if you cant fully understand the code..)

2. Please rephrase your issue, I cant understand what is your problem.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted
  On 5/28/2015 at 12:11 PM, Abastro said:

  Quote

Here..

 

    public void func_180520_a(int p_180520_1_, int p_180520_2_, ChunkPrimer primer)

    {

        for(int x = 0; x < 100; x++)

        {

            for(int z = 0; z < 100; z++)

            {

                primer.setBlockState(x, 100, z, Blocks.air.getDefaultState());

            }

        }

 

        primer.setBlockState(0, 100, 0, Blocks.end_stone.getDefaultState());

    }

1. You should post the full code, not just a method.

2. Post the crash report together.

 

 

All I need, is an empty dimension, with one structure generated inside, that way when teleported there (working), I am teleported into that structure.

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • If you’ve lost crypto to a scam, don’t let shame or fear keep you silent. There are real experts out there who know how to fight back. Dexdert Net Recovery did the impossible for me, and they can do it for others too. Contact Dexdet Net Recovery For Help Visa Information Below:    
    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
  • Topics

×
×
  • Create New...

Important Information

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