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サムエル

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  1. Funny thing you mentioned my mod, version 1.3.0 - 1.3.3 of the Spectrite Mod actually had a horrible bug that produced massive lag (a half-finished dimension that was cancelled due to being so laggy was unintentionally still being generated in the background). If your version is within this range, try updating it and your problem should go away.
  2. I'm still looking for a solution to this. Is it possible for cancellation to be implemented in the existing hook? If not, I'd like to know the name of one of these mods that do what I've been trying to do.
  3. I suggest an event hook for World.playAuxSFX. The specific thing I need it for is that I have custom structures in my mod that use lines of dispensers with hidden redstone circuits and I want to cancel the clicking sound for dispensers according to the BlockPos because they would otherwise click over and over and drive the player crazy.
  4. My bad! I concluded Vanilla armour wasn't working because I only tried the leggings and they weren't showing up because my custom boots were completely overlapping them which I didn't expect. So I guess this is an issue with custom armour only. Here is a screenshot: As for my code, the code for my armour is spread out and I would need to know what code to post. I have the 1.8 version of my mod on GitHub if that's all you need (not much has been changed other than function names): https://github.com/Flashfyre/Chaos_Block/tree/master/main You can refer to the error at the top of this thread too.
  5. I know it failed because it did the same thing as my custom armor that failed: it has a purple/black texture when equipped by entities. I probably should have mentioned that.
  6. This post previously stated that this only happened to HD textured armor but it is now apparent to me that this happens for all armor so I've updated it.
  7. I upgraded my mod from 1.8-11.14.3.1487 to 1.8.8-11.14.4.1586 and now all custom armor textures have a purple/black texture and I get this error with them: I also get the same error for the second layers too. This seems to be a bug with the new forge version but is there a solution/workaround for this yet?
  8. Building my structure in chunk populate seems to have worked judging by the image below. I've seen mine shafts stop right before my structure before so I'm not entirely sure my problem is solved but I haven't had it happen since so it looks promising.
  9. I still have no idea how to fix this. Is anyone able to confirm whether doing this is actually possible yet?
  10. I found your thread about this earlier and also saw the disappointing results of other threads. Doing something like this really should be possible. I doubt I'll be the one to figure it out if there even is a way so I hope someone comes along that has. If there isn't a way then maybe forge needs a new event hook?
  11. Yeah, I figured out it doesn't work. So how can it be done then? (assuming it's possible)
  12. Thank you! I will try this. Edit: I have only tried a few generations but it hasn't happened so far. If I don't come back to this thread then that likely means it worked.
  13. I have a huge maze structure in my mod where alterations caused by vanilla generation can cut across large distances or destroy paths which can ruin the experience. I'd like to know how I can either: (1) prevent my structure from being altered after its generation OR (2) set my structure to generate after the generation of all vanilla structures and anything else that could overwrite the block states of my structure. Image of what I want to prevent (that opening should not be there): WorldGenChaosLabyrinth.java
  14. Thank you! I had lots of other items in my generator and there was a big gap between items using metadata so I didn't notice confusing the arguments.
  15. I actually replaced all the blocks in a huge custom structure with chests and I can definitely tell, since there are many other non-potion items, that all potions are being replaced with regeneration potions. Also, does using Item.getItemById cause this problem?
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