Well, that basically breaks minecraft combat, then. Wearing 2 sets of Iron Armor would give you 120% damage reduction, or making you functionally immortal.
To what end? So a player can wear multiple sets of armor? Or like Baubles, where the special slots don't actually add armor, but add special effects (like continuous potions, for example)?
I've had the same issue LionsMane79 has, with progression "achievements" resetting. I believe the issue is due to certain mobs not stacking properly in Morph's lists, and since Chromaticraft and Morph make extensive use of PlayerData, they're not being saved properly. Cleaning out the lists did ensure that I stopped losing research, but it is quite frustrating to give up on a library of mobs in order to even be able to start Chromaticraft. Obviously, this issue could only pop up with mods that make use of PlayerData, and I'm wondering if it would be beneficial to create a new file specifically to store this info in order to avoid these conflicts.
There was at least one command I noticed broken, the /chromaprog command insisted I was not in creative, while I clearly was.
Reposted from FTB Chromaticraft Mod Feedback Thread:
I'm having a strange issue where my Lexicon's progression page will reset randomly. It appears that I still have each individual "achievement", but the book isn't showing that I do. If I obtain another achievement in the same chain, the book will show the chain, completed to the point I just got. However, the next time I open the book, the page will be back to the original "new to the mod" display.
Also, the book's progress resets entirely as well, meaning that I lose all the achievements altogether. I've re-obtained the bedrock achievement several times today. These resets are usually accompanied by be receiving the "First login" books from both your (Reika's) and other mods that add startup books, but no other inventory changes.
Let me get this straight: You want a block that takes RF, will generate "cannon blocks" for aesthetics, and then will explode, correct? Do you want it to launch a projectile that explodes, or will the cannon itself explode?
Do you mean a quiver you've created? Or another mod's quiver? You're basically just making a "backpack" and getting a bow to pull from the backpack's inventory instead of the player's inventory. If it's a custom bow, then it's easier to pull off, modifying vanilla items gets messy.
LapisSea, it doesn't look like the first is his problem.
I think it would be something along the lines of using the player as the entity that the explosion is called on, or it could be that that last boolean is set to false. I'm not sure what that "false" value gives, but all my explosions have "true" there. Perhaps you could spawn a custom TNT-clone entity when the block is broken that has a nearly 0 tick fuse. That SHOULD solve the problem if it's an issue with using the player as the exploding entity.
I'm not surprised that there's errors. That tut is for 1.7.10, and you're modding for 1.8. I did disclose that. Did you look over the second link I posted?
I'm having an issue where placing my fluid source block next to certain other of my blocks will cause the solid blocks to render with the sides touching the liquid invisible, causing an x-ray glitch. I've attempted to solve this problem by explicitly calling some of the rendering functions in my "BasicBlock" class, which didn't work.
Changing the extension on the fluid block from "BlockFluidClassic" to "BlockLiquid" fixes the rendering issue, but I want a flowing liquid, not a motionless goo.
EDIT: I've solved this issue long ago, but just in case anyone is reading through, looking for answers to the same problem: If you set your fluid to have a light level, it will cause this glitch.
0
MCreator gives sketchy code. Sure, it might be okay for the limited amount of stuff you're doing, but that doesn't make it not sketchy.
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I think he's asking for someone to expand wolves into pseudo-donkeys, and give them slots so they can wear armor.
1
Well, that basically breaks minecraft combat, then. Wearing 2 sets of Iron Armor would give you 120% damage reduction, or making you functionally immortal.
0
So, you want someone to code a bot that will play MC for you?
Yer funny.
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To what end? So a player can wear multiple sets of armor? Or like Baubles, where the special slots don't actually add armor, but add special effects (like continuous potions, for example)?
0
I've had the same issue LionsMane79 has, with progression "achievements" resetting. I believe the issue is due to certain mobs not stacking properly in Morph's lists, and since Chromaticraft and Morph make extensive use of PlayerData, they're not being saved properly. Cleaning out the lists did ensure that I stopped losing research, but it is quite frustrating to give up on a library of mobs in order to even be able to start Chromaticraft. Obviously, this issue could only pop up with mods that make use of PlayerData, and I'm wondering if it would be beneficial to create a new file specifically to store this info in order to avoid these conflicts.
There was at least one command I noticed broken, the /chromaprog command insisted I was not in creative, while I clearly was.
0
Reposted from FTB Chromaticraft Mod Feedback Thread:
I'm having a strange issue where my Lexicon's progression page will reset randomly. It appears that I still have each individual "achievement", but the book isn't showing that I do. If I obtain another achievement in the same chain, the book will show the chain, completed to the point I just got. However, the next time I open the book, the page will be back to the original "new to the mod" display.
Also, the book's progress resets entirely as well, meaning that I lose all the achievements altogether. I've re-obtained the bedrock achievement several times today. These resets are usually accompanied by be receiving the "First login" books from both your (Reika's) and other mods that add startup books, but no other inventory changes.
0
Let me get this straight: You want a block that takes RF, will generate "cannon blocks" for aesthetics, and then will explode, correct? Do you want it to launch a projectile that explodes, or will the cannon itself explode?
0
You're looking for "LivingHurtEvent". This triggers when a "living" entity is hurt.
0
Do you mean a quiver you've created? Or another mod's quiver? You're basically just making a "backpack" and getting a bow to pull from the backpack's inventory instead of the player's inventory. If it's a custom bow, then it's easier to pull off, modifying vanilla items gets messy.
0
The question is rather malformed. What exactly do you want to do?
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Yeah, each time one is supposed to be spawned, have your code do a SystemOut printing, and just watch the console.
1
LapisSea, it doesn't look like the first is his problem.
I think it would be something along the lines of using the player as the entity that the explosion is called on, or it could be that that last boolean is set to false. I'm not sure what that "false" value gives, but all my explosions have "true" there. Perhaps you could spawn a custom TNT-clone entity when the block is broken that has a nearly 0 tick fuse. That SHOULD solve the problem if it's an issue with using the player as the exploding entity.
0
I'm not surprised that there's errors. That tut is for 1.7.10, and you're modding for 1.8. I did disclose that. Did you look over the second link I posted?
0
I've attempted to create a custom fluid following the tutorial given at the wiki for 1.7.2: http://www.minecraftforge.net/wiki/Create_a_Fluid
I'm having an issue where placing my fluid source block next to certain other of my blocks will cause the solid blocks to render with the sides touching the liquid invisible, causing an x-ray glitch. I've attempted to solve this problem by explicitly calling some of the rendering functions in my "BasicBlock" class, which didn't work.
Changing the extension on the fluid block from "BlockFluidClassic" to "BlockLiquid" fixes the rendering issue, but I want a flowing liquid, not a motionless goo.
Here's the code for my custom fluid:
https://github.com/Exo594/TutorialWork/blob/master/src/src/main/java/com/exo594/tutorial/block/BlockTutoriumSolution.java
And here's the code for my custom block, attempted overrides and all.
https://github.com/Exo594/TutorialWork/blob/master/src/src/main/java/com/exo594/tutorial/block/BasicBlock.java
EDIT: I've solved this issue long ago, but just in case anyone is reading through, looking for answers to the same problem: If you set your fluid to have a light level, it will cause this glitch.