I was wondering for a mod i am making, can anyone figure out how to make a mob AI the attracts a mob to an area and/or a block? ~~~~thanks
I actually have one I'm working on that allows them to be attracted to or repelled by specified blocks within a given range of coordinates, however I've been taking a break from it because the EntityAI related files are all so obfuscated it was giving me headaches trying to find the methods I needed.
Thank you for letting me know that about the damage and do you know if it is even possible to map the rendering?
This gives me errors as there is no ItemThrowable class
It's completely possible, yes. The problem I've had personally is that textures are registered to a number that designates where it is in the spritesheet. When you use ModLoader.addOverride, it actually takes a texture and assigns it to a free sprite slot inside the memory allocated for that spritesheet (the image isn't actually ON the sheet but takes up a slot.) This causes a problem because the number assigned isn't always consistent. If you tell it to look in the iconIndex in the render file, it takes the ID of your item and looks for that slot in the sheet, which, the vast majority of the time, will not be the texture you want it to be. If you use an actual number, rather than "iconIndex," the image ModLoader assigns to that sprite slot is not always the same, thus you end up with it quote unquote "rendering correctly," but using the image corresponding to that number. It would use anything from a snowball to an empty bowl as the image it renders as while the entity is alive.
I haven't fixed this myself yet, but since Forge API allows you to make your own spritesheets, it will probably allow me to solve this problem.
Oh by the way he got ItemThrowable confused with EntityThrowable.
Also its more than that with multi-threading you have to take into account so much more like race conditions and such you have to lock anything you are changing if there is a possibility that it will be used else were.
I don’t know about TFC but I work as the lead programmer working on a number of heavily multi-threaded applications used in the financial industry, so I know full well that multi-threading isn’t something you add lightly.
World gen is inherently linear any attempt to change that without changing it all will almost certainly result in unexpected results.
Yeah this is part of why I haven't attempted to make the Nether generate in biomes rather than a single biome yet -- it's going to be a pain in the ass to get it working properly AND make it look the same naturally, let alone create a means of producing a way to accept and manipulate all the possible unique inputs I would want to use in a new Nether biome. World generation is a giant pain to tinker with.
Porting your mod to MinecraftForge, MinecraftForge runs on ModLoader, porting it to Bukkit, same thing, it runs on ModLoaderMp.
You don't need to write tons of "ModLoader junk" either. It just makes it simpler for you.
Ninja'd on the fact that ModLoader and ModLoaderMP are requirements to use Forge.
I've seen the modder of Huge Trees are Huge do it, so I wondered...
I have college knowledge of coding, but not much on multi-threading.
I can start a separate thread pool and make small programs run with multiple threads running very easily.
It just seems to make sense to have a method that would simply make a class file run inside a pre-allocated
thread pool instead of making it complicated by being forced to use the run() function.
My hope was to reduce the large amounts of lag from generating a ton of my trees. I guess it won't be easily done.
Also, it wouldn't actually make the world look different.
He meant that if you accidentally messed with the generation sequence in a way that disrupted the linear order things generate in it would cause the world to generate differently, possibly in a corrupt manner.
The "byte0" in the EntityThrowable file that you copied from the Snowball, with that piece about EntityBlaze. That tells it that if the Snowball hits a Blaze it will do 3 points of damage, otherwise byte0 is 0. Byte0 is the amount of damage it does on a hit.
Also properly mapping the rendering of these things is a PITA because of how ModLoader registers textures.
Ooooh! I really like the sandstone bricks. Those'll look nice with the regular brick. That's one of the things I really like about your pack, the brick looks really nice. ^^
Yeah. I can actually USE bricks with your texture packs.
In default they make me want to take my glasses off just so my eyes won't hurt as much.
I have been wondering this for a while now, sorry if this was asked already.. Do you plan to ever change the armour sets to more match the tool sets? I personally dislike the default armour quite a bit lol.. Also that wood and sandstone looks fantastic
Armor probably falls under her list of things that she procrastinates on because it's a pain in the ass to texture.
Also: REWARDLESS BONUS CHALLENGE INITIATE:
Guess what version of Minecraft my avatar picture was taken in.
The hard part about not using ModLoader comes when you realize that 90% of consumers won't download a non-ModLoader mod since they assume (often correctly) that it will cause incompatibilities.
This statement makes me consider distributing a non-modloader mod where the only file I change is Empty3.java, just to see what happens.
Soon, you will be impossible to recognize. Especially bad since that cow is also a suicide bomber. Under my control.
Well damn, looks like all of my non-conformity has gone to naught after all.
Though you still can't save yourself from my teleporting HellCreepers eventually intelligently suiciding into the naturally generating explosive blocks I've spawned in the Nether.
My mod returns tons of errors when I try to use more than 2 ingredients per recipe. If I limit it to two ingredients it recompiles just fine. Is there a limit to how many ingredients you can use in a recipe or am I just doing something wrong? Here's what my code looks like:
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I actually have one I'm working on that allows them to be attracted to or repelled by specified blocks within a given range of coordinates, however I've been taking a break from it because the EntityAI related files are all so obfuscated it was giving me headaches trying to find the methods I needed.
You can follow this thread if you want, if I ever finish it it'll show up here.
http://www.minecraftforum.net/topic/1104560-a-moderately-interesting-problem-for-those-of-you-out-there-who-like-that-sort-of-thing/
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It's completely possible, yes. The problem I've had personally is that textures are registered to a number that designates where it is in the spritesheet. When you use ModLoader.addOverride, it actually takes a texture and assigns it to a free sprite slot inside the memory allocated for that spritesheet (the image isn't actually ON the sheet but takes up a slot.) This causes a problem because the number assigned isn't always consistent. If you tell it to look in the iconIndex in the render file, it takes the ID of your item and looks for that slot in the sheet, which, the vast majority of the time, will not be the texture you want it to be. If you use an actual number, rather than "iconIndex," the image ModLoader assigns to that sprite slot is not always the same, thus you end up with it quote unquote "rendering correctly," but using the image corresponding to that number. It would use anything from a snowball to an empty bowl as the image it renders as while the entity is alive.
I haven't fixed this myself yet, but since Forge API allows you to make your own spritesheets, it will probably allow me to solve this problem.
Oh by the way he got ItemThrowable confused with EntityThrowable.
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Yeah this is part of why I haven't attempted to make the Nether generate in biomes rather than a single biome yet -- it's going to be a pain in the ass to get it working properly AND make it look the same naturally, let alone create a means of producing a way to accept and manipulate all the possible unique inputs I would want to use in a new Nether biome. World generation is a giant pain to tinker with.
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Ninja'd on the fact that ModLoader and ModLoaderMP are requirements to use Forge.
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He meant that if you accidentally messed with the generation sequence in a way that disrupted the linear order things generate in it would cause the world to generate differently, possibly in a corrupt manner.
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Also properly mapping the rendering of these things is a PITA because of how ModLoader registers textures.
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Oh I forgot this bit:
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Yeah. I can actually USE bricks with your texture packs.
In default they make me want to take my glasses off just so my eyes won't hurt as much.
Armor probably falls under her list of things that she procrastinates on because it's a pain in the ass to texture.
Also:
REWARDLESS BONUS CHALLENGE INITIATE:
Guess what version of Minecraft my avatar picture was taken in.
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This statement makes me consider distributing a non-modloader mod where the only file I change is Empty3.java, just to see what happens.
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Well damn, looks like all of my non-conformity has gone to naught after all.
Though you still can't save yourself from my teleporting HellCreepers eventually intelligently suiciding into the naturally generating explosive blocks I've spawned in the Nether.
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Da MASHRUMZ! Dey IS terrIbiBLE!
ACK! Wi isht TEH walrus talKINGGG?!
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Shhh! Don't let them know!
As a cow: [Cow pushes the player off of a ledge to their death.]
Cow: Moo!
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You missed two commas, don't worry, we all do it.
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Fortune cookie:
"A rewarding career in sword swallowing is in your future."