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rivvest

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    ModHoarding: 105 mods loaded, 105 mods active

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  1. You could add an AI task to the entities that looks for the block in their shouldExecute(), kind of like EntityAIOcelotSit.
  2. You do not have CoroAI. Either time. Block ID conflict. Look at your configs or get IDResolver.
  3. No, only EntityAnimals can be inLove. Bats are not EntityAnimals, so that won't work.
  4. Overwrite mcp/eclipse with mcp/forge/fml/eclipse. You are seeing the default (non-Forge) mcp workspace.
  5. You sure your class file is named that? Case matters.
  6. Which version of Forge are you using? Looks like it could be the bed bug from from before #382.
  7. Taking a stab as I look at redstone code. It looks like you do a scheduleBlockUpdate and rename your onUpdate() method to be updateTick() instead.
  8. You have other mods. They are not for Minecraft 1.4.5.
  9. Copy mcp/forge/fml/eclipse to mcp/eclipse and see if that fixes it.
  10. Seems to me the eclipse/ directory isn't copying over from forge/fml/eclipse like it used to. If you remove the vanilla mcp/eclipse directory and copy the forge/fml/eclipse directory in it's place, things are fine.
  11. Uninstall your 32 bit java and re-install with 64 bit. My guess is you are trying to allocate above the 2g limit.
  12. I'm looking for advice and opinions on changing a vanilla class's tick() method. I'm still pretty new to modding, and my Java is rusty (and wasn't great to begin with). I used reflection in tickStart() and tickEnd() to set/reset some fields in the Village class to effectively change the (hard-coded) Iron Golem:Villager ratio. I feel kind of dirty about it. Is this a common practice or something that should be used sparingly or not at all? Is there another or better way to do this kind of thing?
  13. I'm working on replacing some of the default behavior of mobs by adding my own AI Tasks, then iterating and removing the original versions, when the onEntityJoinWorld event fires. As expected, this occasionally results in a ConcurrentModificationException when some other method is iterating over the taskEntries as I remove. Is there any way around this or some method I'm missing to take care of this for me? Code: @ForgeSubscribe public void onEntityJoinedWorld (EntityJoinWorldEvent event) { if (event.entity instanceof EntityAnimal) animal = (EntityAnimal)event.entity; if (animal != null) { //System.out.println("Adding replacement tasks for animals"); animal.tasks.addTask(9, new EntityAIWanderAnimal(animal, 0.3F)); // Remove EntityAIWander task Iterator i = animal.tasks.taskEntries.iterator(); while (i.hasNext()) { try { AITask = (EntityAITaskEntry)i.next(); } catch (java.util.ConcurrentModificationException e) { System.out.println("Exception caught.. continuing.."); break; } finally { } if (AITask.action instanceof EntityAIWander) { //System.out.println("Found match. Removing AIWander"); i.remove(); } } } }
  14. Spoiler tags are your friend. I had this problem with More Swords, it doesn't seem to register it's dungeon loot in a correct way. Take it out and see if your problem resolves.
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