Before you say that: hey, theres already a tutorial for that!, i know. Im just dumb i cant understand it without a proper explanation... So, what i want to do is: if i generate a new world, it adds some new ores in the ground, some underground reward rooms, and different structures on the surface. I know its possible in script, but when i start reading an example i cant understand the half of it (i do understand the other half tho). I have this mod idea in my mind, i just need so much stuff to know, and i dont want someone else make it, it just feels difderent. Can someone explain me the whole generating thing? It can wait untill the 0.11.0 final release and the BL for it. And again, srry for asking much stuff, just my brain blows up if i cant do this...
Also, is there a way to generate active monster spawner? Maybe a block what spawns a mob in like every 200th tick? I know how to do that if someone clicks it, but can i make it without click needed? And i saw mobs.push in a mod, and i want to know whats that because this is me.
But if you don't understand that, that's normal, you need to know first what arrays are (google that!), also for Monster Spawner.
You can save the position of a (Monster-Spawner) Block and check the Block with ModTick() and spawn so monsters. If you use arrays you can save not one or two Blocks, you can save as much you want, and check them all with a loop (so learn arrays, you can use them everywhere).
You can use my easyBuilding-Mod as example for saving as much blocks as you want (click on the image in the signature and then on easyBuilding).
Umm, is that spawns only if the player goes near it, or if a new chunk generates? And i cant find where is it checks that if its underground or not, it only checks if its an ore or not (propably its there and im blind). I thought its gonna be something like this:
When the world/new chunk is generated{
If its a grass block{
If theres nothing but wood/grass over it{
Has a 100000/1 chance to{
Spawn A
}
Has a 200000/1 chance to{
Spawn B
Otherwise nothing happens.
Well, i guess that would be way too easy. I think ill have to read some books abaut java, this mod will need much more than basic BlockLauncher codes like settile and defineblock, ect.....
Btw an example for this would make it easier (i think):
Generates a diamond block on the surface with a 0,001% chance on a grass
Generates a gold block on the surface with a 0,02% chance on a dirt
Generates a hole (air) underground with a 0.05% chance if its a stone
There`s no hook for a new chunk, and my ore spawn checks if in the chunk on that the player is you have already putted ore in. You could make bigger "Chunks" and that it spawns on the blocks you want by rewriting it a bit, but you are right this is more difficult, and you have to be creative.
Before you say that: hey, theres already a tutorial for that!, i know. Im just dumb i cant understand it without a proper explanation... So, what i want to do is: if i generate a new world, it adds some new ores in the ground, some underground reward rooms, and different structures on the surface. I know its possible in script, but when i start reading an example i cant understand the half of it (i do understand the other half tho). I have this mod idea in my mind, i just need so much stuff to know, and i dont want someone else make it, it just feels difderent. Can someone explain me the whole generating thing? It can wait untill the 0.11.0 final release and the BL for it. And again, srry for asking much stuff, just my brain blows up if i cant do this...
Also, is there a way to generate active monster spawner? Maybe a block what spawns a mob in like every 200th tick? I know how to do that if someone clicks it, but can i make it without click needed? And i saw mobs.push in a mod, and i want to know whats that because this is me.
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Curse Premium(As far as I know) you need to find a trick to generate something with ModPE, like this to spawn ore: http://www.minecraftforum.net/forums/minecraft-pocket-edition/mcpe-mods-tools/mcpe-mod-tool-help-requests/2410833-how-to-let-a-ore-spawn-in-modpe
But if you don't understand that, that's normal, you need to know first what arrays are (google that!), also for Monster Spawner.
You can save the position of a (Monster-Spawner) Block and check the Block with ModTick() and spawn so monsters. If you use arrays you can save not one or two Blocks, you can save as much you want, and check them all with a loop (so learn arrays, you can use them everywhere).
You can use my easyBuilding-Mod as example for saving as much blocks as you want (click on the image in the signature and then on easyBuilding).
Umm, is that spawns only if the player goes near it, or if a new chunk generates? And i cant find where is it checks that if its underground or not, it only checks if its an ore or not (propably its there and im blind). I thought its gonna be something like this:
When the world/new chunk is generated{
If its a grass block{
If theres nothing but wood/grass over it{
Has a 100000/1 chance to{
Spawn A
}
Has a 200000/1 chance to{
Spawn B
Otherwise nothing happens.
Well, i guess that would be way too easy. I think ill have to read some books abaut java, this mod will need much more than basic BlockLauncher codes like settile and defineblock, ect.....
Btw an example for this would make it easier (i think):
Generates a diamond block on the surface with a 0,001% chance on a grass
Generates a gold block on the surface with a 0,02% chance on a dirt
Generates a hole (air) underground with a 0.05% chance if its a stone
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Curse PremiumThere`s no hook for a new chunk, and my ore spawn checks if in the chunk on that the player is you have already putted ore in. You could make bigger "Chunks" and that it spawns on the blocks you want by rewriting it a bit, but you are right this is more difficult, and you have to be creative.
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Curse PremiumI found out today that there is the function Level.setSpawnerEntityType(x, y, z, EntityTypeId)