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Frontsalat

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  1. I feel dumb now...it's working. I should have utilized the fly function in creative mode earlier. You want to use the void method, not the boolean. Now I just need to find a frequence of quantity. The one used in ore generator doesn't semm to work.
  2. I'm quoting @larsgerrits here... ...the vanilla WorldGenLakes class is a World Generator class, and it implements methods the same way I do. I've found another thread using a method based on IChunkProvider, but I don't want to do Biomes or Dimensions, I only want to spawn my fluid in patches of oil. Which class type do you exactly advice me to use?
  3. So I've made my own custom fluid crude oil and was able to spawn it via the ore generator. But what I really want is to spawn them as patches of oil. I'm registering the LakeHandler in my main file like this... ..and then use this code trying to spawn the oil patches... ...it's working perfectly inside the ore generator, despite not being an ore, but what's wrong with it in the lake handler?
  4. It's ok, the Mod I'm creating is supposed to be played like that...no auto health regen...to be honest I think turning off auto health should've been an option in Minceraft to beginn with. Btw., are you the Jabelar from the tutorial website? If so, I'd like to point out my gratitude to all your tutorial efforts...
  5. See oever here, I think this might be the best solution... http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/2397501-turning-off-auto-health-regeneration-please-no
  6. Ok, figured myself. And in case you wonder why I'm opening a new thread when finding things out myself? Simply because I already spend like two days searching for a solution, but obviously used the wrong search terms in Google and the forums. So in future, if you're bothered by continously repeated threads asking the same question (there were like 5 or 6 answering my question on this forum), then I'd recommend to improve the communication with your search function, as well as Google. I was searching for 'forge replacing vanilla ore', but the search term that brought all the happiness and answers was 'forge ore generation'. So it's nobodys fault here. I've had my fair share of effort, and I will every day when modding, so please, just answer questions, without acting all superior just because you know things that you learned from someone else knowing things, who learned things from someone knowing things. If you have knowledge, share it! And share it in detail with useable code! The more infos you give, the less likely will people open new threads regarding the matter. That's how humanity works since more then 10.000 years...you gain knwoledge, you give it to others...WITHOUT all the drama involved when acting all superior... However, here's the solutions. Code for replacing blocks that are not ore, needs to go in your EventHandler registered in your main file with... Code to remove vanilla ore blocks because the upper version won't work on ore blocks (iron, gold, coal etc.), so you're allowed to distribute your own blocks via world generation...register as...
  7. Well, if you can't be bothered to have some own effort then nobody will^^
  8. Items go into assets/yourmodid/textures/items. Make sure the texture name path is correct in your item file.
  9. Oups, I'm sorry. https://www.google.de/?gws_rd=ssl#q=minecraft+forge+1.8+modding+tutorial+world+generator
  10. Armor parts need to be placed inside assets/yourmodid/textures/armor, the items need to go into items.
  11. Here's my world generator code...compare to your own...
  12. In the past for 1.5.2 I was using the blocklist command to replace diverse blocks during world generation. I've adapted the feature to version 1.7.10, but somehow it will only work for instances of blocks that are not ore. Here's the code by dieSieben07, expanded by me:
  13. The title says it already...I've come so far to find this inside the EntityPlayerSP... I'm just unsure how to manipulate it so health will not automatically regenerate. A much better solution would be to turn off auto health regen without editing base files. Is this possible via player.capabilities? Or any Forge event for this?
  14. New features are good, but why remove code that's already properly working?
  15. Why anyone would change code and turn it into "work in progress" state, and thus increasing the amount of code used, is completely over my head. You're not supposed to change a running system...and you're specifically not supposed to change a running system wihtout proper documentation. And don't even get me started about how you guys see new code as opportunity to make everything "easier and better". Why would you change player.landMovementFactor to private and don't replace it with something proper and easy to use in the first place? That's just rubbish.
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