I wonder if it's possible to prevent forse-closing(aka crashing) when screen is turned off? Block Launcher always crashes(fourse-closes) when I turn off the screen or the screen times out. It is pretty annoying lol. ;-)
I mean ModPE.overrideTexture can override the full file and not a part of it and texture packs override all the textures. So I guess this would be good as the only limit of new items and blocks will be the ids. This will make mods with textures much more like the pc version.
I wonder if it's possible to prevent forse-closing(aka crashing) when screen is turned off? Block Launcher always crashes(fourse-closes) when I turn off the screen or the screen times out. It is pretty annoying lol. ;-)
BeATz_UnKNoWN what did you do? How did you get 1283 posts and 100+ reputation votes?
Well for the posts... I just posted... For the reputation points you should ask the community. The most I got on a post was 8/9 when I remade CarbonPE for Android (then thecactigod joined). Though, I am pretty sure that I got the most of my reputation points in the help and requests section and the discussion section. I got some for humour. I haven't checked this morning, but I think I am still stuck at 133, as I will be offline less (maximum 1/day).
Does addFurnaceRecipe() or whatever still work? And does Item.addCraftRecipe() work for blocks below 255 or is it just custom items?
Never mind. It all seems ok now...
Can you test this to see if it crashes for you? I'm working on Samsung Knox support: this beta doesn't have Knox support yet, but I've started making changes, and I would like to know whether the changes crash other devices.
Can you test this to see if it crashes for you? I'm working on Samsung Knox support: this beta doesn't have Knox support yet, but I've started making changes, and I would like to know whether the changes crash other devices.
Doesn't crash my Samsung Galaxy S4 Mini but please fix the built in texture pack. Its been broken for ages and its a pain when testing mods in betas because all the items are glitched.
I'm a noob and I have searched for the answer to this question but haven't found anything.
If Entity.getEntityTypeId() returns 64 in entityAddedHook() for an item drop, how can I tell what type of item it is (feather, bone, arrow, etc?) Is it possible to determine the type of item dropped?
Hopefully someone can point me in the right direction.
I'm a noob and I have searched for the answer to this question but haven't found anything.
If Entity.getEntityTypeId() returns 64 in entityAddedHook() for an item drop, how can I tell what type of item it is (feather, bone, arrow, etc?) Is it possible to determine the type of item dropped?
Hopefully someone can point me in the right direction.
function dropItemHook(x, y, z, item, data){
}
function itemObtainedHook(item, data, amount){
}
Why not use entityAddedHook() and entityRemovedHook()?
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Basically it will be like Block.setColor but it will even work with items, mobs, etc...
Also with Block.setColor the color of the block in the inventory does not change.
function dropItemHook(x, y, z, item, data){
}
function itemObtainedHook(item, data, amount){
}
I was thinking more of a method that accepts an entity id and returns the type id of the actual item dropped would work fine. Something like:
Entity.getDroppedItemTypeId(entityId)
After further consideration, I think arjay_07 may be right. Having the amount dropped would be helpful as well. I noticed that if I drop a stack of something, entityAddedHook is only called once. So, you really don't know how many items were dropped.
Is it me or does the 1.6.8 update break a lot of mods? Ive so far found 5 mods that dont work anymore. On world generation it crashes. I think it has something to do with newLevel(); because I used the structureJS by arjay and it took three times to finally not crash it generated the chunks weirdly. :/
Is it me or does the 1.6.8 update break a lot of mods? Ive so far found 5 mods that dont work anymore. On world generation it crashes. I think it has something to do with newLevel(); because I used the structureJS by arjay and it took three times to finally not crash it generated the chunks weirdly. :/
I totally agree! Its so annoying!
Well for the posts... I just posted... For the reputation points you should ask the community. The most I got on a post was 8/9 when I remade CarbonPE for Android (then thecactigod joined). Though, I am pretty sure that I got the most of my reputation points in the help and requests section and the discussion section. I got some for humour. I haven't checked this morning, but I think I am still stuck at 133, as I will be offline less (maximum 1/day).
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http://www.minecraftforum.net/forums/minecraft-pocket-edition/mcpe-mods-tools/2610428-0-13-emeraldcraft-metalurgic-gems-alchemy
Does addFurnaceRecipe() or whatever still work? And does Item.addCraftRecipe() work for blocks below 255 or is it just custom items?Never mind. It all seems ok now...
http://www.minecraftforum.net/forums/minecraft-pocket-edition/mcpe-mods-tools/2610428-0-13-emeraldcraft-metalurgic-gems-alchemy
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Doesn't crash my Samsung Galaxy S4 Mini but please fix the built in texture pack. Its been broken for ages and its a pain when testing mods in betas because all the items are glitched.
If Entity.getEntityTypeId() returns 64 in entityAddedHook() for an item drop, how can I tell what type of item it is (feather, bone, arrow, etc?) Is it possible to determine the type of item dropped?
Hopefully someone can point me in the right direction.
Thanks.
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Curse PremiumI'll try to add that to 1.6.9.
Maybe something like this?
function dropItemHook(x, y, z, item, data){ } function itemObtainedHook(item, data, amount){ }Why not use entityAddedHook() and entityRemovedHook()?
ModPE.setColour("target_texture",[html colour code]);Basically it will be like Block.setColor but it will even work with items, mobs, etc...
Also with Block.setColor the color of the block in the inventory does not change.
Level.setFallingBlock(x,y,z,id,data,time,can damage entity(true/false))
Entity.setDealth(entity,drop item(true/false))
Thanks ISE. That would be awesome.
I just wasn't sure if I was missing something simple.
I was thinking more of a method that accepts an entity id and returns the type id of the actual item dropped would work fine. Something like:
After further consideration, I think arjay_07 may be right. Having the amount dropped would be helpful as well. I noticed that if I drop a stack of something, entityAddedHook is only called once. So, you really don't know how many items were dropped.
Want Custom ModPE functions? Look here -> WolfyPE ModPE functions
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Curse PremiumLink me to the mods.
Want Custom ModPE functions? Look here -> WolfyPE ModPE functions