I am certain if this is implemented it will work like Steam names; which is to say you have your original username/email as your actual account registar but everything asthetic will display your custom name. And there's an easy fix for users constantly changing names:
In the view-online-users menu for servers, just put both the registar name AND the nickname. Problem solved; you can ban griefers, you can tell who is lying about thier account name, there's probably a loophole through this but I can't see it.
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Not to mention APIs usually have code shortcuts in place (such as in Forge, you can make a block or item incredibly quickly with little effort), so you don't need to work out how to do X, Y, Z or duplicate code as the API does it for you.
Speaking of duping, in Forge's case you don't need to make a server and clientside version; Forge only needs a universal one which means less work for the modder.
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I would use the hurt event as it's more specific (and thus more optimized) for your purposes.
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The block light value is the value the block makes light for. (For example, if the spot has Glowstone in it it would return 15, but if it was a stone block it would return 0.)
I think you want the actual brightness, in which case there's a method somewhere in world for that.
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Eventually i'm just going to go 'to heck with it' and upload a beta just so there's SOMETHING you guys can play...
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In the view-online-users menu for servers, just put both the registar name AND the nickname. Problem solved; you can ban griefers, you can tell who is lying about thier account name, there's probably a loophole through this but I can't see it.
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Chest:
Mob Spawner:
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For future refrence, the Nether is -1, the Overworld is 0, and the End is 1.
Also he is right on needing another GenMineable as the original assumes it is replacing Stone, not End Stone, thus it wouldn't show up at all. Just copypaste to a new class and replace all Stone calls with End Stone calls.
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Can you post your WorldGenRainTrees.java file, as there's probably a loop in the file creates the large amount of them.
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Anyone have any insight on how to do this?
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This would be correct if not for the fact that Ender Dragons can be put in minecarts. This is because ANY entity can be put into a minecart (even particles count as 'entities' that the minecart can hold, it just doesn't normally do it. You can set a particle to it tho, it's really funny) It's *REALLY* hard to do it legit, but by manually spawning it you can get it into a minecart.
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Then why not just have it load the texture in the spawnEntity method?
ie use w/e your using to get the texture set up, put it in it's own method, and call the method right after making the EntityChar instance:
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1. This still works if you place the water block after spawning him, while he is charging.
2. Wait until he takes drowning damage, as he then breaks the water block.
3. Build a rail system to the trap and 'fire' a minecart into the trap.
Once the Wither is in a minecart, it suddenly is much less threatening. It loses his ability to break blocks and essentially becomes neutral, only attacking things that attack it. I haven't tested if this works with the player but it has not attacked any mobs I've spawned.