Jump to content

Paradox

Members
  • Posts

    23
  • Joined

  • Last visited

Converted

  • Gender
    Undisclosed
  • Personal Text
    I am new!

Paradox's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. Well my mod spawn structures in the surface of my world using custom blocks. I wanted this structures to rendered in a map viewer so I could have browser viewing support for my world. I managed to find the block IDs of my blocks and with a little testing I saw that blocks IDs are not changing if you create world. I guess the only gonna change if you install another mod, which is fine by me because I am not planning to do that. With the help of the map viewer's author I managed to add them and make them render as they supposed. So, I guess my problem solved, thanks everyone for your help
  2. Well, the world will be a world created by a server so I will be in full control. If no more mods added after the world creation, will the IDs be unchangeable?
  3. Well, I dont need the block IDs to be the same to a new world. I just need to know if once a world created the IDs will be the same in this world all time. And there is not a chance IDs will be changed some time randomly.
  4. Well, it is a map viewer written in C++. You pass a world save as input and you get an webpage with your map. It only supports vanilla blocks that's why I think it uses ID and not be broken. Are the custom block are the all the time for a world? Because if this is true I could just use the IDs for that world and render only this world.
  5. Oh I see. I need to "hack" a map viewer so it can render my blocks as well. The thing is that this map viewer uses block's IDs in order to render them. So, I cant have fixed IDs for my blocks no matter the world? And if I need to know what are my mod's block IDs are for a specific world where can I find them.
  6. Hello everyone, while I was searching on the internet on how to set id of a custom block I read that since 1.7 version you cant set the ID anymore and all this is handled internally. Although, I really need to have fixed IDs for my blocks, is there any way to set a fixed ID?
  7. Hello everyone, I am trying to play a sound globally in the whole world not a specific player or location. Can anyone help me with this? Should I loop to every player player in the server and play the sound to every single one of them or is there a better way? Thanks in advance.
  8. Hello, thanks for your answer. I was trying to find a view map that by default renders custom blocks so I can avoid messing with any code by myself. That would be my last choice.
  9. Hello everyone, Does anyone know any map viewer that shows the map in a browser but renders the custom blocks as well? I tried MapCrafter, it works fine but my custom block got a black texture on it and I am not sure how to make it render my block as well. Thanks in advance.
  10. Thank you very much this is what I was looking for. Although it still doesnt work on linux. I guess the problem would be something else.
  11. Is it possible to pack an extrenal jar with your mods jar the end user doesnt have to download 2 jar files? I use mysql-connector's jar file because my mod connects to a database. I finally got it to work on my windows machine by adding the mysql jar and my mod's jar in the mods folder. But when I am trying the same on a linux operating system the server crashes. Is there any fix for this?
  12. Keep in mind that IDs for modded block/items are automatically assigned and will likely be different for every world, they're not a very reliable way to store persistent data. Registry names are a much more reliable identifier for blocks/items. RegistryNamespaced#getNameForObject can be called on Block.blockRegistry or Item.itemRegistry to get the registry name of a Block / Item respectively. I dont mean blocks IDs. By ID I mean a row in my database name ID Yes, there are many singleplayer worlds active because every player playing has their own integrated server. But it's not like there is only one dedicated server out there? There are many servers active as well... Oh I see your point. I was thinking that my database only would accessed by my server, but if another server administrator wants my mod to his server then I got more worlds accessing my database. You are totally right. Thank you very much for pointing this out.
  13. Hello, in the dedicated server every player are in only one world. The one that the server hosting. In singleplayer this is not the case, every single player has a different world hosted by his integrated server. I want the blocks to be spawned in the world no matter what. I am using world.setBlock() to spawn the blocks and I got no problem with blocks spawning or dissapearing after a player exits the world. The only problem I got was how I could sync the new coordinates added to my table with the world since I cant know where the last block was builded. I searched over the internet and saw that I can save custom data with the WorldSavedData but I cant impement it. Thanks for taking the time to try helping me Ok. That clarifies a lot of things. I suppose that you already have a class that connects to your database and reads blocks. Now, you have 3 things to do: 1) Considering you are in 1.7.10, create BlockPos (holding x, y, z), read and write to nbt methods and with your IDE generate hashCode and equals methods. 2) Create your WorldSavedData class, following tutorial, including get(World) method to get data instance. You can use perMapStorage , I suppose you already have one. In there, add Set<BlockPos> field. This set will hold all blocks that were already generated. To save and load Set to/from nbt, use NBTTagList. 3) Use world generator and chunk load events to generate blocks. Do first 2 steps, and try to do 3rd yourself. If you have any problems, ask them here, we will help. EDIT: Official WorldSavedData tutorial: https://mcforge.readthedocs.org/en/latest/datastorage/worldsaveddata/. Thanks for your answer, I just finished tryint to figured our how WorldSavedData works and I did I only store an integer which is the ID of the last block builded in the world, then when a player log in to the world I will compare the locally stored ID value with the value of the latest block there is in the database and they are not the same I will spawn the remaing block than need to be spawned. Thank you everyone for help
  14. I want the blocks to be spawned in the world no matter what. I am using world.setBlock() to spawn the blocks and I got no problem with blocks spawning or dissapearing after a player exits the world. The only problem I got was how I could sync the new coordinates added to my table with the world since I cant know where the last block was builded. I searched over the internet and saw that I can save custom data with the WorldSavedData but I cant impement it. Thanks for taking the time to try helping me
  15. Well guys, I figured something out. I need to store an integer that will hold the ID value of the last block builded on the world. Then I will query my database and fetch the coordinates past the stored ID and then updated with the latest value. I am searching over the internet and I found I can use WorldSavedData to achieve that but I really dont know how to do it. Can anyone guide me through it. This is my class: public class BlockIDWorldData extends WorldSavedData{ private final static String ident = "LatestBlockIDWorldData"; public int blockID ; public BlockIDWorldData() { super(ident); } @Override public void readFromNBT(NBTTagCompound p_76184_1_) { } @Override public void writeToNBT(NBTTagCompound p_76187_1_) { } }
×
×
  • Create New...

Important Information

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