Jump to content

DarkMorford

Members
  • Posts

    12
  • Joined

  • Last visited

Converted

  • Gender
    Male
  • Personal Text
    New modder, longtime programmer

DarkMorford's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. Bumping in hopes of getting an answer. Do we have any ForgeChunkManager experts around? Or should I go ahead and submit this to the Forge bug tracker?
  2. I've been playing around a bit with ForgeChunkManager for a mod I'm working on, and I think I may have found a Forge bug. I have a callback handler class that implements ForgeChunkManager.LoadingCallback, and it's registered with setForcedChunkLoadingCallback. The documentation for ticketsLoaded states that "tickets unwanted by the mod must be disposed of manually," however, if I call releaseTicket with a ticket bound to a player it is not removed from forcedchunks.dat. It appears that releaseTicket is exiting early because the playerTickets map is empty, even though player tickets for my mod exist in forcedchunks.dat. As far as I can tell, playerTickets is only populated if the callback is a PlayerOrderedLoadingCallback, which seems like an oversight. My mod doesn't care what order it processes the tickets. Is it really necessary to implement PlayerOrderedLoadingCallback if all I'm going to do is pass the list of tickets untouched?
  3. I've created a custom VillagerProfession and VillagerCareer and registered them with VillagerRegistry. They work correctly when I use a spawn egg to summon them, but I haven't run across any "in the wild" in generated villages. I'm assuming I have to create a new village structure in order to spawn my guys. I've put together a basic StructureVillagePieces.Village class (largely modeled after StructureVillagePieces.Church) just to try and get something to generate in the world before I dig deep into customizing it. Unfortunately, I can't figure out how to add it to the generation process. I assume there's some registry I need to hook my class into, but I haven't been able to find it.
  4. Hm, interesting. Assuming I'm understanding this correctly, it appears that DefaultResourcePack#getResourceStream is somehow finding a copy of my sounds.json file (located at file:/H:/projects/BetterThanWeagles/out/production/BetterThanWeagles_main/assets/minecraft/sounds.json) instead of the vanilla one. This is causing my sounds.json to get loaded twice (redundantly) and the vanilla sounds to not load at all.
  5. I was under the impression that it had to be in the "minecraft" domain in order to affect vanilla SoundEvents. Is that not correct?
  6. I have the following sounds.json file in my mod's src/main/resources/assets/minecraft directory: { "entity.endermen.stare": { "replace": true, "sounds": ["btweagles:beejdrop"] }, "entity.endermen.scream": { "replace": true, "sounds": ["btweagles:beejdrop"] } } As I understand it, every mod is also a resource pack, and according to the official wiki, "unlike most other files in resource packs, sounds.json will merge sound information from packs below the top pack, rather than each sounds.json file overriding the previous completely." Given that, I would expect that only the two SoundEvents I have listed would be replaced, and all other vanilla sounds would be unaffected. However, this does not appear to be the case. Instead, I'm met with a litany of warnings when Minecraft starts up: [main/WARN]: Missing sound for event: minecraft:ambient.cave [main/WARN]: Missing sound for event: minecraft:block.anvil.break [main/WARN]: Missing sound for event: minecraft:block.anvil.destroy [main/WARN]: Missing sound for event: minecraft:block.anvil.fall [main/WARN]: Missing sound for event: minecraft:block.anvil.hit [main/WARN]: Missing sound for event: minecraft:block.anvil.land [main/WARN]: Missing sound for event: minecraft:block.anvil.place [main/WARN]: Missing sound for event: minecraft:block.anvil.step ... And indeed no sounds play except for those I've explicitly defined in my sounds.json file. Does this mean I have to replicate the entire vanilla sounds.json in order to replace just a few sound files, or is there a more modder-friendly way to do it?
  7. I'm going to show how new I am to modding here... Conceptually, I think I get what an entity tick event handler would be and what would need to go into it, but I have no idea how to actually set one up in code or which Entity classes I'd need to look at. Any chance you could post (or link to) an example?
  8. Hm, I think I get it. I changed new MaterialLiquid(MapColor.YELLOW) to MaterialLiquid.WATER in my registerBlocks() method, and I am getting the movement behavior I'm expecting. However, it now renders as blue (water) on maps, and the particle effects when I land in a pool of the stuff are also blue. How would I go about making those yellow to match the fluid texture?
  9. I've been working on adding a custom fluid to my mod, using Choonster's TestMod3 as an example. It seems to be working for the most part: I can give myself a bucket of it in Creative mode, and it renders correctly when I place it in the world. The problem I'm having is that the in-world fluid blocks aren't affecting movement at all. I think I'm setting the viscosity and density correctly, but I'm not pushed around or slowed in any way when I stand in it. Is there something else I need to configure to make this work correctly? Mod code is here.
  10. I'd like to be able to enable/disable certain recipes using my mod's config file. The recipe JSON works as expected, and I have a boolean config option that is being loaded correctly. I found a few conditionals down in Forge's CraftingHelper class (forge:mod_loaded, minecraft:item_exists, and some logical operators), but I haven't come across anything that checks a configuration value, either by looking at the config file directly or indirectly through a boolean variable somewhere. Is it even possible to do this directly in the JSON recipes? And if not, what code should I be looking at to get started?
  11. Hi all. First time modder, and I'm starting by making a joke mod for my friends. (We play on an FTB Monster server, which is why I'm using 1.6 instead of 1.7.) One of the things we want to do is replace some of the sounds—in particular, the chicken's hurt sound—with our own. I found some tutorials on adding sounds to my entities, but I can't figure out how to replace things in vanilla. Seems to me that it would require somehow going in and modifying the base code.
×
×
  • Create New...

Important Information

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