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tomato3017

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  1. Hey all, I need to store all the worlds that have my environment modifier running. I am using a main static class that stores all the references to each world where it is enabled(it should check this on world tick to see if the world is enabled before continuing). My question is what is the best way to store a reference to a world? I don't want to keep a strong reference to the world object in case the world gets unloaded, or attempts to. Ideas: Store the dimension id and always use the DimensionManager to grab the WorldServer object store the reference to the world in a WeakHashMap, so that the GC will collect it if needed. use a standard reference, aka a HashMap and just hook into WorldLoad and Unload. Opinions?
  2. Awesome, thank you so much. Makes much more sense now!
  3. Hey all, Wondering if I can get some assistance on an issue im trying to figure out. I have a point in the sky or a player position and I want to draw a line to or from a TE and get all the blocks in between(using them to calculate a number/resistance). Any ideas? I know about ray tracing but it stops at the first block it hits iirc. Thanks!
  4. I have this function that when I call it changes a bunch of blocks in the passed chunk. I am going to be passing it chunks one by one and having it process the chunk. This is going to be done during play when a tick goes off and/or item. I can do that but the updates are not sent to the client like you can in the world object. Any idea or do I need to do all this from the world object? Thanks!
  5. Have a link to it ? I can't find it in your post history. Also does it work in 1.6.2? Since they got rid of coremods.
  6. Anyone know of any good tutorials for how to use ASM to inject? I am trying to figure this out so I can hook into block placing/destroying.
  7. Is there any hook/event that I can use to see if grass is trying to spread? I use to do this in bukkit but I can't seem to find anything like it. Or am I going to have to inject it with a transformer? Thanks!
  8. Thanks for responding on both forums I tend to not get responses on the main minecraft forum so I cross posted here. Thank you very much!
  9. Howdy, I am trying to find the best way to detect if the a block is exposed to the sky after a block above it has broken. The most direct way(because I assumed there was a block break event) is to hook into a block break event and do a check every single time via checking every block from the sky limit to the block but that seems.... excessive. Now I know from reading here that there isn't a block break event so I need other ways. I could do block lighting but this needs to work at night as well. Anyone have any more ideas then what I have above? Thanks!
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