about the campfire effect(i was going to do this awhile back when i added a campfire), allow it that the fire repels mobs, so they stay away from the fire
about the campfire effect(i was going to do this awhile back when i added a campfire), allow it that the fire repels mobs, so they stay away from the fire
I was thinking about doing that too, but I'm not sure how.
in the tile entity OnUpdate() the code should be something like, the AI for mobs with the getEntitiesInAxis.boundingbox.expand or something like that. then tell them to flee(similar to animals) it could work. at the worst you might need to edit the EntityMob class
put that in the TileEntityCampfire class
And ofcourse initiate the healTick variable as an int
And this can allow the tileEntity to interact with mobs
@Override
public void updateEntity() {
super.updateEntity();
List list = worldObj.getEntitiesWithinAABB(EntityMob.class, AxisAlignedBB.getBoundingBoxFromPool(xCoord, yCoord, zCoord, xCoord + 1.0D, yCoord + 1.0D, zCoord + 1.0D).expand(16D, 4D, 16D));
if (!list.isEmpty())
{
EntityMob target = (EntityMob)list.get(worldObj.rand.nextInt(list.size()));
if(target.getDistanceSq(xCoord, yCoord, zCoord) < 16)
{
//What to do to the target
list.remove(target); //Do this if you want the script to take place once
}
else
list.remove(target);
}
}
Id might use these scripts, now that they work so well. maybe in totems or something.
Now that im supporting the mod. id may aswell make a banner
put that in the TileEntityCampfire class
And ofcourse initiate the healTick variable as an int
And this can allow the tileEntity to interact with mobs
@Override
public void updateEntity() {
super.updateEntity();
List list = worldObj.getEntitiesWithinAABB(EntityMob.class, AxisAlignedBB.getBoundingBoxFromPool(xCoord, yCoord, zCoord, xCoord + 1.0D, yCoord + 1.0D, zCoord + 1.0D).expand(16D, 4D, 16D));
if (!list.isEmpty())
{
EntityMob target = (EntityMob)list.get(worldObj.rand.nextInt(list.size()));
if(target.getDistanceSq(xCoord, yCoord, zCoord) < 16)
{
//What to do to the target
list.remove(target); //Do this if you want the script to take place once
}
else
list.remove(target);
}
}
Id might use these scripts, now that they work so well. maybe in totems or something.
Now that im supporting the mod. id may aswell make a banner
Although I haven't been working on the last two as much as the first.
EDIT:
Also, you're adding villages to your mod right?
If yes, then if you're coding the WorldGen, then you should check this out: http://www.minecraft...chematic%20java
It looks pretty useful. I'm probably gonna use it if I ever decide to add some npcs to this or another mod.
I'm thinking maybe I could add Eskimos and igloos and stuff to this mod. But it wouldn't really fit in with the theme.
nah.. quests in minecraft seems stupid. the games about exploring, mining and crafting. not doing stuff for some bald longnosed nut. .. unless its called MineGive...
But the worldgen is great with the .schematic converter. worldgens might be added. ill try make a worldgen for villages/cities(since all maps are flat) i wont go into detail here. since. its off topic post on my mod topic if your interested
nah.. quests in minecraft seems stupid. the games about exploring, mining and crafting. not doing stuff for some bald longnosed nut. .. unless its called MineGive...
.
Idk, it would add more interaction with npcs, which is what I want. I'm glad they're adding trading with the villagers in the next update.
You can also code quests on to any npc you want, doesn't have to be just the villagers.
try out minecraft comes alive. thats all about giving npcs a brain.. and a makeover
I've played with it before, it's a pretty cool mod, but it gets boring after a while.
Mojang should just make the villagers pigmen. That would be so much better.
ive had this idea ages ago, but you should add a bedroll, keep it the same as the bed(not sure how yet) but you can allow it that the bed doesnt change the spawnpoint, ideal for sleeping on the adventure.
I recently saw this mod and decided to download it. I have to say I liked it. I did find some bugs with the tent, but other than that I thought the idea behind it was good and it works very well. I also do a mod showcase on youtube where I show mods. I recently showed this one.
(Here is the Link: )
Also I wish you luck with the future of this mod. I'll check back to see what you have done.
I recently saw this mod and decided to download it. I have to say I liked it. I did find some bugs with the tent, but other than that I thought the idea behind it was good and it works very well. I also do a mod showcase on youtube where I show mods. I recently showed this one.
(Here is the Link: )
Also I wish you luck with the future of this mod. I'll check back to see what you have done.
ive had this idea ages ago, but you should add a bedroll, keep it the same as the bed(not sure how yet) but you can allow it that the bed doesnt change the spawnpoint, ideal for sleeping on the adventure.
So, that bit of code didn't really work, so instead, I took the code that creates the tent, and put it in my public boolean open, and it works, the only problem is that it spawns the tent a bit into the ground.
I'm no good with this type of thing, so any help will be appreciated :P.
public boolean open(World world, int i, int j, int k, EntityPlayer entityplayer)
{
int l = i + j * i + k * i;
if (l < 0)
{
l = -l;
}
else if (l > 0)
{
l = l;
}
if (!isOpen[l])
{
for (int i1 = 0; i1 < 4; i1++)
{
for (int j1 = 0; j1 < 7; j1++)
{
for (int l1 = 0; l1 < 3; l1++)
{
if (!world.getBlockMaterial((i - 2) + i1, j, (k - 3) + j1).isSolid() || world.getBlockMaterial((i - 2) + i1, j + 1 + l1, (k - 3) + j1).isSolid())
{
entityplayer.addChatMessage("There's not a large enough area!");
return false;
}
}
}
}
}
if (!isOpen[l])
{
//WorldGenTent.generate(world, i, j, k);
for (int k1 = 0; k1 < 4; k1++)
{
world.setBlock(i + 0, j + 0, k + 3, 35);
world.setBlock(i + 0, j + 0, k + 2, 35);
world.setBlock(i + 0, j + 0, k + 1, 35);
world.setBlock(i + 0, j + 0, k + 0, 35);
world.setBlock(i + 1, j + 0, k + 3, 35);
world.setBlock(i + 2, j + 0, k + 3, 35);
world.setBlock(i + 3, j + 0, k + 3, 35);
world.setBlock(i + 3, j + 0, k + 2, 85);
world.setBlock(i + 3, j + 0, k + 0, 85);
world.setBlock(i + 4, j + 0, k + 3, 35);
world.setBlock(i + 4, j + 0, k + 2, 26);
world.setBlock(i + 4, j + 0, k + 1, 26);
world.setBlock(i + 5, j + 0, k + 3, 35);
world.setBlock(i + 6, j + 0, k + 3, 35);
world.setBlock(i + 6, j + 0, k + 2, 35);
world.setBlock(i + 6, j + 0, k + 1, 35);
world.setBlock(i + 6, j + 0, k + 0, 35);
world.setBlock(i + 1, j + 1, k + 3, 35);
world.setBlock(i + 1, j + 1, k + 2, 35);
world.setBlock(i + 1, j + 1, k + 1, 35);
world.setBlock(i + 1, j + 1, k + 0, 35);
world.setBlock(i + 2, j + 1, k + 3, 35);
world.setBlock(i + 2, j + 1, k + 2, 50);
world.setBlock(i + 3, j + 1, k + 3, 35);
world.setBlock(i + 3, j + 1, k + 2, 85);
world.setBlock(i + 3, j + 1, k + 0, 85);
world.setBlock(i + 4, j + 1, k + 3, 35);
world.setBlock(i + 4, j + 1, k + 2, 50);
world.setBlock(i + 5, j + 1, k + 3, 35);
world.setBlock(i + 5, j + 1, k + 2, 35);
world.setBlock(i + 5, j + 1, k + 1, 35);
world.setBlock(i + 5, j + 1, k + 0, 35);
world.setBlock(i + 2, j + 2, k + 3, 35);
world.setBlock(i + 2, j + 2, k + 2, 35);
world.setBlock(i + 2, j + 2, k + 1, 35);
world.setBlock(i + 2, j + 2, k + 0, 35);
world.setBlock(i + 3, j + 2, k + 3, 35);
world.setBlock(i + 3, j + 2, k + 2, 35);
world.setBlock(i + 3, j + 2, k + 1, 35);
world.setBlock(i + 3, j + 2, k + 0, 35);
world.setBlock(i + 4, j + 2, k + 3, 35);
world.setBlock(i + 4, j + 2, k + 2, 35);
world.setBlock(i + 4, j + 2, k + 1, 35);
world.setBlock(i + 4, j + 2, k + 0, 35);
}
isOpen[l] = true;
}
return true;
}
public void close(World world, int i, int j, int k)
{
world.setBlockWithNotify(i - 2, j + 1, k + 2, 0);
world.setBlockWithNotify(i - 1, j + 1, k, 0);
world.setBlockWithNotify(i - 1, j + 2, k, 0);
world.setBlockWithNotify(i + 1, j + 1, k, 0);
world.setBlockWithNotify(i + 1, j + 2, k, 0);
world.setBlockWithNotify(i, j + 1, k + 1, 0);
world.setBlockWithNotify(i, j + 1, k + 2, 0);
world.setBlockWithNotify(i - 1, j + 2, k + 1, 0);
world.setBlockWithNotify(i - 1, j + 2, k - 1, 0);
for (int l = 0; l < 4; l++)
{
world.setBlockWithNotify((i - 2) + l, j + 1, k - 3, 0);
world.setBlockWithNotify((i - 2) + l, j + 2, k - 2, 0);
world.setBlockWithNotify((i - 2) + l, j + 3, k - 1, 0);
world.setBlockWithNotify((i - 2) + l, j + 3, k - 0, 0);
world.setBlockWithNotify((i - 2) + l, j + 3, k + 1, 0);
world.setBlockWithNotify((i - 2) + l, j + 2, k + 2, 0);
world.setBlockWithNotify((i - 2) + l, j + 1, k + 3, 0);
world.setBlockWithNotify(i - 2, j + 1, (k - 2) + l, 0);
world.setBlockWithNotify(i - 2, j + 2, (k - 2) + l, 0);
}
int i1 = i + j * i + k * i;
if (i1 < 0)
{
isOpen[-i1] = false;
}
else if (i1 > 0)
{
isOpen[i1] = false;
}
}
I was thinking about doing that too, but I'm not sure how.
put that in the TileEntityCampfire class
And ofcourse initiate the healTick variable as an int
And this can allow the tileEntity to interact with mobs
Id might use these scripts, now that they work so well. maybe in totems or something.
Now that im supporting the mod. id may aswell make a banner
Yes it's not very good. kinda found the pork and fire difficult
I have this in my TileEntity.
I haven't really gotten the chance to test it yet, cause I've been working on other projects, so I think I'll just use yours since you say it works.
Thanks for the banner.
what "other projects" are you working on
Oh okay. Well thanks .
Other Projects:
http://www.minecraft...now-recruiting/
http://www.minecraft...offcial-update/
http://www.minecraft...iliar-pack-v01/
Although I haven't been working on the last two as much as the first.
EDIT:
Also, you're adding villages to your mod right?
If yes, then if you're coding the WorldGen, then you should check this out:
http://www.minecraft...chematic%20java
Really awesome, and easy to use.
And if you add NPCs, then you should add quests too. You can use this:
http://www.minecraft...ip125-questapi/
It looks pretty useful. I'm probably gonna use it if I ever decide to add some npcs to this or another mod.
I'm thinking maybe I could add Eskimos and igloos and stuff to this mod. But it wouldn't really fit in with the theme.
But the worldgen is great with the .schematic converter. worldgens might be added. ill try make a worldgen for villages/cities(since all maps are flat) i wont go into detail here. since. its off topic post on my mod topic if your interested
.
Idk, it would add more interaction with npcs, which is what I want. I'm glad they're adding trading with the villagers in the next update.
You can also code quests on to any npc you want, doesn't have to be just the villagers.
and that .schematic converter; you could use to make the tents multi-directional
I've played with it before, it's a pretty cool mod, but it gets boring after a while.
Mojang should just make the villagers pigmen. That would be so much better.
and uh.. touching the walls hurts and.. makes the player dissapear
(Here is the Link: )
Also I wish you luck with the future of this mod. I'll check back to see what you have done.
Thanks, I'll try to fix that tent soon.
I can't because the tent is coded in BlockTent not a WorldGen.
Hm, maybe.
No problem with that, just where it says blockClicked replace the blockpalcing with new worldGenTent().generate(x,y,z)
Oh, then in that case I'll definitely try it.
I'm no good with this type of thing, so any help will be appreciated :P.