The SimplyID system looks very useful and I am planning on using it in the next version of my mod. However, I have a question:
How does SimplyID handle entities in unloaded chunks? Consider this scenario: I make an entity called SturdyBoat and spawn two of them in game. SimplyID assigns them the IDs "SturdyBoat01" and "SturdyBoat02". I ride SturdyBoat02 to a distant chunk while leaving SturdyBoat01 in place. When I exit and reload the game, the chunk containing SturdyBoat01 is no longer loaded. I spawn a new SturdyBoat. Does this new boat get ID "SturdyBoat01" or "SturdyBoat03"? If it gets "SturdyBoat01", what happens when the old "SturdyBoat01" is loaded?
Lil' Avii's the one who made SimplyID, so I'll check with her about that. Sorry I can't answer you directly
Minecraft Keeps Crashing! when i install sparrow and modloader i check minecraft (open it) and i runs fine, then when i instal the ACTUAL MOD it crashes
/**What is the size of this entity? Multiply its two dimensions (X and Z are considered the same) in terms of blocks and put in the result ( a chicken would be .3 * .7, which is roughly .2)*/
public float getSize();
Hey Raust; I just need to clarify how the Size field in Sparrow works. I don't completely understand the explanation above, and it doesn't help that the wiki is giving me different dimensions for the chicken, heh heh.
Hey Raust; I just need to clarify how the Size field in Sparrow works. I don't completely understand the explanation above, and it doesn't help that the wiki is giving me different dimensions for the chicken, heh heh.
And unfortunately the wiki doesn't provide dimensions for the Player, other than 1.73 meters (5'8") tall.
I really need to get the size system down solid in order to revamp the Cart Mod Speed system. I'd appreciate any help.
I think the wiki is describing their appearance, not their hitbox. the hitbox doesn't differentiate between x and z. the two numbers are the ones in the setSize(value, value) method for entities
I think the wiki is describing their appearance, not their hitbox. the hitbox doesn't differentiate between x and z. the two numbers are the ones in the setSize(value, value) method for entities
LOL. I knew it would be something simple like that. But it was important enough for me to understand it because I want to keep improving CM. So thank you for the help Raust.
LOL. I knew it would be something simple like that. But it was important enough for me to understand it because I want to keep improving CM. So thank you for the help Raust.
How does this work? I can't see any functional code in the sparrrowApi source..
Sorry I didn't reply earlier! Basically, these are blank methods, but they're methods that every entity that implements sparrowAPI is guaranteed to have at the code level, so it provides a standardized set of things you can check for. Since every entity that uses sparrowapi will return something when their isStupidToAttack is called, this essentially allows you to "ask" other entities if they're stupid to attack. The same goes for the other methods. This allows for more informed decision-making between entities.
This current release (for Minecraft 1.3.1) fixes the "unloaded entities" bug that allowed for duplicate SimplyIDs to be created when the original ID-holder was in an unloaded chunk. IDs are now recorded in and checked from a file called SimplyID.txt in the same directory as the corresponding map.
As this new system can cause a build-up of IDs, I've also made it possible to "recycle" IDs once the corresponding Entity is dead, but this check must be added by the modmaker.
Please recycle ^^.
A sample, basic Sparrow entity is available in the OP.
The new system needs to be tested on servers, so modmakers, please let us know if there are any bugs (of course). Thanks!
I'm not really a Minecraft modder, still trying to get MCP and Forge to play along. And I'm new at java as well, so apologies if I muck up the example's syntax.
But from other programming experience, what may (note: MAY... no, really, note it) come in handy would be a second customStringAndResponse that allows more than just the string to be queried.
I.e.
/**This works exactly like customStringAndResponse, but allows you to pass some values, for more complex questions and responses.*/
public String customStringAndResponse_3Par(String s, String par1, String par2, String par3);
For example, assume that two mods both add custom NPC builders. The builders need to talk to one another, and find out where their target construction zone is, so they don't build over one another.
Assume they do this by having a single 'Foreman' entity that remembers all currently active construction zones.
Builders would query the foreman with something like: ICanBuildThere = customStringAndResponse_3Par("IsSomeOneBuildingAt", "x30 y60 z100", "x40 y80 z104", "")
Which essentially asks if any other builders want to build within the square with start corner (30, 60, 100) and end corner (40, 80, 104)
The response would probably be a simple "1" or "0"
Excessive use of strings is typically slow, so perhaps this isn't a great idea.
From a player's perspective, is the 1.3.1 beta compatible with 1.3.2? I've seen before some mods can be compatible across little updates.
If it is, might be a good idea to put it on the OP.
Rollback Post to RevisionRollBack
Cheers, Optical - Yami no Yami!
- Is it not better to be yourself, than to be reforged anew, wherein lies, hate, and guilt are contained, ready to erupt at any moment?
Since Sparrow api was included with Minecraft comes alive which I installed, I figured it would be best to get more sparrow mods. Other than Magiccats and Doggy talents, are there any others?
Since Sparrow api was included with Minecraft comes alive which I installed, I figured it would be best to get more sparrow mods. Other than Magiccats and Doggy talents, are there any others?
From a player's perspective, is the 1.3.1 beta compatible with 1.3.2? I've seen before some mods can be compatible across little updates.
If it is, might be a good idea to put it on the OP.
The 1.3.1 beta version seems to be compatible with 1.3.2 MC, however, that's without any mods that use it. Once such a mod arises, it may break it.
Rollback Post to RevisionRollBack
Cheers, Optical - Yami no Yami!
- Is it not better to be yourself, than to be reforged anew, wherein lies, hate, and guilt are contained, ready to erupt at any moment?
Lil' Avii's the one who made SimplyID, so I'll check with her about that. Sorry I can't answer you directly
Hey Raust; I just need to clarify how the Size field in Sparrow works. I don't completely understand the explanation above, and it doesn't help that the wiki is giving me different dimensions for the chicken, heh heh.
Wiki
And unfortunately the wiki doesn't provide dimensions for the Player, other than 1.73 meters (5'8") tall.
I really need to get the size system down solid in order to revamp the Cart Mod Speed system. I'd appreciate any help.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
I think the wiki is describing their appearance, not their hitbox. the hitbox doesn't differentiate between x and z. the two numbers are the ones in the setSize(value, value) method for entities
LOL. I knew it would be something simple like that. But it was important enough for me to understand it because I want to keep improving CM. So thank you for the help Raust.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Not at all, happy to help
Sorry I didn't reply earlier! Basically, these are blank methods, but they're methods that every entity that implements sparrowAPI is guaranteed to have at the code level, so it provides a standardized set of things you can check for. Since every entity that uses sparrowapi will return something when their isStupidToAttack is called, this essentially allows you to "ask" other entities if they're stupid to attack. The same goes for the other methods. This allows for more informed decision-making between entities.
give it some time and it'l become really popular
As this new system can cause a build-up of IDs, I've also made it possible to "recycle" IDs once the corresponding Entity is dead, but this check must be added by the modmaker.
Please recycle ^^.
A sample, basic Sparrow entity is available in the OP.
The new system needs to be tested on servers, so modmakers, please let us know if there are any bugs (of course). Thanks!
Nvm
But from other programming experience, what may (note: MAY... no, really, note it) come in handy would be a second customStringAndResponse that allows more than just the string to be queried.
I.e.
For example, assume that two mods both add custom NPC builders. The builders need to talk to one another, and find out where their target construction zone is, so they don't build over one another.
Assume they do this by having a single 'Foreman' entity that remembers all currently active construction zones.
Builders would query the foreman with something like: ICanBuildThere = customStringAndResponse_3Par("IsSomeOneBuildingAt", "x30 y60 z100", "x40 y80 z104", "")
Which essentially asks if any other builders want to build within the square with start corner (30, 60, 100) and end corner (40, 80, 104)
The response would probably be a simple "1" or "0"
Excessive use of strings is typically slow, so perhaps this isn't a great idea.
It's the flying cutlery that stresses me out.
If it is, might be a good idea to put it on the OP.
- Is it not better to be yourself, than to be reforged anew, wherein lies, hate, and guilt are contained, ready to erupt at any moment?
Yerp! Simply Horses Mod
We plan to use it for my mod!
The 1.3.1 beta version seems to be compatible with 1.3.2 MC, however, that's without any mods that use it. Once such a mod arises, it may break it.
- Is it not better to be yourself, than to be reforged anew, wherein lies, hate, and guilt are contained, ready to erupt at any moment?