Jump to content

Xentripetal

Members
  • Posts

    5
  • Joined

  • Last visited

Xentripetal's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. I was looking through various github projects for inspiration and saw a unique feature in a minecraft mod that had a wack-a-mole style minigame with various 'hit areas' with different time and tool requirements overlayed on an anvil. The success of how many you hit in the time frame as well as any special booster hits would result in a correlated quality of the produced tool. This made me realize how few mods implement skill based mini-games into their system to affect quality. I tried to think of other possible implementations to this but couldn't come up with any besides wood cutting paired with an obstacle course type thing where you have to move a saw through the proper angles based on the desired block. Does anyone have any other interesting ideas related to skill and/or mini-game based crafting?
  2. According to this old guide http://jabelarminecraft.blogspot.com/p/minecraft-modding-containers.html there is a function in world called updateComparatorOutputLevel that takes a position and a block. You could try running it after a inventory update.
  3. Update: It seems that nowhere in the generation code does it trigger that event. I have solved what I wanted to do by overriding decoration generation of trees with the following: @SubscribeEvent public void decorateBiomeEvent(DecorateBiomeEvent.Decorate e) { if(e.getType().equals(DecorateBiomeEvent.Decorate.EventType.TREE)) { Random random = e.getRand(); World worldIn = e.getWorld(); BlockPos chunkPos = e.getPos(); Biome biomeIn = worldIn.getBiome(chunkPos); int k1 = biomeIn.theBiomeDecorator.treesPerChunk; for (int j2 = 0; j2 < k1; ++j2) { int k6 = random.nextInt(16) + 8; int l = random.nextInt(16) + 8; WorldGenAbstractTree worldgenabstracttree = biomeIn.genBigTreeChance(random); worldgenabstracttree.setDecorationDefaults(); BlockPos blockpos = worldIn.getHeight(chunkPos.add(k6, 0, l)); if (worldgenabstracttree.generate(worldIn, random, blockpos)) { System.out.println("Tree at " + blockpos.toString()); worldgenabstracttree.generateSaplings(worldIn, random, blockpos); } } e.setResult(Result.DENY); } }
  4. @Draco18s Well you're not wrong. I must have posted the wrong link. This is the correct one.
  5. Anyone know if saplingGrowTreeEvent has changed for 1.11.2? I am trying to hook an event to whenever a tree is generated. According to this it should be triggered during world gen but I'm only getting a response on a player created sapling growth. Even then its finicky, where I am verifying the result as not being denied but it still runs the if block when bonemeal is used on a sapling but the tree is not grown. EDIT: Posted wrong link on "this". Replaced. Update: Solved at
×
×
  • Create New...

Important Information

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