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Mopop

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  1. Yeah it's hard to find specific guides, and the docs leave a bit more to be desired. Maybe the modding community of the past never thought to write some guides for the future modders, but this game is getting kind of old too...maybe they are waiting for Minecraft 2?
  2. Uhm... what? I have no idea what you are talking about. Probably worded it poorly again. I was asking if I had to subcribe to an event to fire it, or if I can just call it in another block of code. Say like once the enemy was set on fire it would start the tick event to count 8 seconds and execute code I wrote instead of having it listen for ticks the whole time, hopefully it's worded better. http://www.planetminecraft.com/blog/forge-tutorial-capability-system/ I followed this guide. I know about interfaces, but I was wondering how I could get entity data from it, this guy uses his implementation to get a mana value he sets. Then the whole NBT thing was a headscratcher too. Thanks for the help.
  3. Whoops. https://bedrockminer.jimdo.com/modding-tutorials/set-up-minecraft-forge/set-up-fast-setup/ I agree that it's hard to find good detailed info of the API, but then again this game is like going on what 6-7 years?
  4. Did you import build.gradle? If so you should have a gradle window to the left. Then under Tasks should be forgegradle. Select setupDecompWorkspace and then genIntelliJRuns. Then at the top right at the drop down menu, then Edit config, after that go to Use classpath of module and point to your main folder. edit: Whoops saw that was eclipse. Not IntelliJ... edit2: Here this looks like a good set by step quick guide to getting you up and running, what kind of mod are you making?
  5. Well I looked at capabilities, whew, kind of a brain scratcher. The docs don't tell me much, the few tutorials left a lot of questions too. Is there a good resource I can look at for help? I was always wondering if the was possible in my main block of code with all the entity data if I could call WorldTickEvent, instead of subscribing to it?
  6. I probably worded it poorly. I was asking if should use a timer class I wrote myself then attach it using capabilities or use the built in tick events, sorry.
  7. Get the new version of Forge, make a new work environment and put your code in there and see what errors come up and deal with them one at a time? What I would do, but there might be a better way.
  8. Am I able to use the WorldTickEvent event with this? Or would I have to use a timer I wrote myself...which I deleted lol.
  9. I've been working on a mod that makes all mobs during sunlight. Problem is that the witches heal, and then the mobs drop a ton of crap. I wanted to set it that after the mob burns for 8 seconds it will kill them. I messed around with WorldTickEvent and make some kind of a timer, but the problem was I couldn't get any information from the LivingUpdate method holding all the entity information. I then tried just having them start to burn, then kill them off immediately, but it looked very unnatural. Then I tried what I'm posting below... That locks my code up also the StingyMobs method when used they'll still drop items. So I've been at a lost on what to do and really could use some direction, thank you.
  10. I threw this at the end of my code e.player.preparePlayerToSpawn(); After 30 respawns I haven't spawned in a tree, it looks like this method checks to make sure that a player can spawn properly? Thank you so much for your patience and help. I think I'm going to list this one as solved!
  11. There is all my spawn code. Well I put it in there because if it looped around it would need another random spawn then I noticed, it never was getting another spawn point. so I rewrote it and it seems to be working, tried 15 times only problem was once I spawned in a tree...I thought MC checked to see if it's a spawnable block before placing you? Or is this something I have to write myself? Here is the new code btw.
  12. I know the basics at the very least. I've never been too advanced of a coder but I do have a grip on scope, variables, and using the debugger. I even set up my IDE to filter out from stepping into the APIs so I don't have to step out of thousands of line of code. I've stepped through the code it says that it is an Ocean biome, but yet it doesn't try to grab another spawnpoint. I'm guessing I'm just using the wrong calls due to an ignorance of the forge API. I do know of a good java coders discord server, so maybe I'll run somethings past those guys too. I do try very hard to come up with answers myself, I usually do not post until I've tried several approaches, google my problem , read other modders source code. I know how much coding forums hate people asking for them to write the code and I'm not trying to do that. I will reassess my code though, thank you for your help and responding kindly.
  13. I'm also having problems getting the TickEvent to work for me. I just need a timer to count 8 seconds whenever the mob is set on fire. I've been working on it a couple hours and it either doesn't work, or looks very unnatural. I've tried looking on google and tried finding source code to read with stuff I would suspect had timers, but did not.
  14. Ah whoops, I'm still kinda rusty right now at coding. I'm guessing the logic part is also wrong in the while statement? Because I moved all the code up to the do statement and I still spawn in water, and sometimes it just spawns me in this weird dark place and the game locks up. Thanks for helping me out.
  15. So the while statement is broke? Heres how I -thought- it worked. -while the biome equals ocean or the block the player is going to be spawned to is in water - Set another spawn location with the randomSpawn() method - Get the new spawn location information and assign it to the spawnPos variable -From the spawnPos field find write over the biome field so that it can find the new biome instead of it staying on the old biome. -back to the while statement to see if the information to see if the biome is an ocean or the block is water. Where did I go wrong along the way?
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