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Draco18s

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Everything posted by Draco18s

  1. Was sorta messing around with some mods last night and needed a particular task to be supplied so that I didn't have to go into creative to get what I needed. Basically I found that Invasion Mod pretty much by itself sets Minecraft up to play like a Tower Defense game, though I added Utility Mobs and Special Mobs to make it more interesting. The "need" I had was supplying myself with swords, armor, and some building materials. I managed this quite effectively with one small downside: Items like swords will stack up, so I'd like to withdraw only 1 at a time, rather than the whole stack (and not interfere with items that can stack). Here's a screenshot of my block from some point during development: http://s28.postimg.org/glqve2j65/2014_01_05_19_06_10.png[/img] In creative mode the top slot can be modified (otherwise its locked). The block then counts down a timer, when it hits 0, adds the top stack to the bottom stack (so if the top stack was 2 iron bars, each time-unit the bottom stack would increase by 2; special rule: an input stack of 64 means the timer is instant). Bottom stack is output-only. Is there a way I can restrict how many are withdrawn at once when the user picks up the stack? I.e. with that stack of 2 swords if the user clicks it, they get 1 sword and the other remains in the slot. Footnote: As with a lot of problems I come across, the act of typing it out tends to reveal a solution. In this case, a hidden 3 slot that holds the sized stack, the output slot holding only the max possible, when empty it yoinks from the hidden slot as many as allowed. While certainly a solution, I'm going to leave this as is, amending: can it be done with only two slots?
  2. Usually this error occurs when the zip file isn't packaged properly. Check to see that the class file exists: [zip]/minecraftplaye/primevalforest/world/ChunkProviderPrimevalForest.class
  3. Yes, but slot is NOT empty. How can I check that slot is not or empty empty? I don't know And != null or ==null or !(.equal(null)) or .equal(null) not act at all You have to check for the thing that actually IS null, not the thing after it: if(par2EntityLivingBase.getCurrentItemOrArmor(1) != null) { par2EntityLivingBase.getCurrentItemOrArmor(1).getItem() <-- now you can do things. }
  4. Annotations are not class properties. You need to add a static modID field to your main mod class for that to work.
  5. Chunk.getBiomeArray() will return a reference to the per-block biome data.
  6. par2EntityLivingBase.getCurrentItemOrArmor(1) If that slot is empty, what will it return?
  7. It's not BECOMING null, it hasn't ever been SET YET. The variable DOES NOT EXIST for you to see if it is not-zero. Order of operations, dude. if(par1ItemStack.stackTagCompound.getInteger("myRandomNumber") /* != */ == 0) { THIS WILL FAIL BECAUSE stackTagCompound IS NULL RIGHT NOW.
  8. Given that almost no one makes mods using maps (I've seen one other, ever) I don't think you'd have "tons" (under the assumption that it is a real issue). Anyway, thanks for the link. Except I still don't know how to tell Java that it should be True, not False.
  9. Well...if you never right-click it (which checks the nbt tag for null and if it is, sets values) what did you EXPECT to happen?
  10. Which would either be: Forge My Mod I don't know how I would have screwed up runtime deobf. As for it not existing, the code I'm using was copied out of (a deobfuscated) ItemMap. I don't know how or how to read the result. If you have any links that would help me in that regard, that'd be great. And yet, 1.7 isn't done yet.
  11. He already told you where to look. As for if it will actually work or not, test it for yourself and find out. I put musical notes in a chat message once. So I'm pretty sure it'll work. If it'll be legible is a different question.
  12. Changing it by how much? White is 16,777,215
  13. If you mean actual subscripts you might have to resort to Unicode. http://en.wikipedia.org/wiki/Unicode_subscripts_and_superscripts
  14. Couple of issues, though not crash worthy You have a zips/jars in the mods folder that are empty. Remove them. This mod's mcmod.info file is improperly constructed. Report to mod author. As to the crash: No idea. There's no indication to which mod is responsible for the bad call. Your best bet is going to be removing and adding mods back in to isolate it. (Fastest way is by binary trees: remove half of your mods, if the error is gone, then the error is in one of the ones you removed, if not it's in the half still left, repeat by halves until only 1 mod is left: this must be the culprit)
  15. 2014-01-05 00:32:33 [sEVERE] [Minecraft-Server] Wrong location! EntityItem['item.item.bone'/19265, l='world', x=124.15, y=67.13, z=34.96] The server doesn't like where dropped items are. It looks like A LOT of dropped items. My guess is that someone set up a loot-machine and forgot to turn it off when they disconnected and now there are tons of items on the ground. Or somebody blew up a nuke / let their nuclear reactor overheat and didn't have it properly contained. Your world is probably irrevocably lost. You can try opening the world in MCedit and selecting everything and deleting all entities and see if that will let the world load. Depending on how good MCedit is (or isn't) it may (or may not) preserve blocks from mods. Last I used it, it couldn't handle IDs above 255. But that was a while ago.
  16. Look at vanilla. Specifically in the Block class. Look at how it defines each block.
  17. Suspect line is not in the class provided.
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