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    posted a message on Underground Biomes Constructs

    Hello, Zeno410!

    There's problem (bug) in UBC-0.8-beta49.

    UBC should run as late as possible (as it selected in config by default). But with Realistic Terrain Generation (in RTG world types) this mod runs before RTG.

    I noticed that, when I found desert village with sandstone and UBC cobblestone variants. (Without UBC this village in RTG world with the same seed generates correctly - only with sandstone blocks). And I also reproduced this bug in another world.

    All information and screenshot: here (in last two posts)

    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs

    Hello, Zeno410!

    Latest version of UBC has a broken recipes of buttons and stairs.

    Please fix it.

    I made a hotfix with MineTweaker (http://pastebin.com/N2vrVfyQ) for now.

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Hello.

    Maybe, someone asked this question before, but I don't find.

    How to configure RTG to minimize height of top layer of ground?

    In other words: in worlds generated with RTG in many ("flat" or plains-like) biomes I often have 10+ blocks of dirt/sand above rock. This becomes a problem on modpacks with GregTech. GregTech always generates ore veins with height 7 blocks only in rock; but in worlds created with RTG about a quarter of ore veins generated near a surface has much lower height (in worlds created without RTG amount of "cutted" veins is much less).

    If I understand correctly, at some point RTG uses ground materials (dirt/sand/...) to decorate top layer pf biomes and make it smoother/more realistic. Is there way to reduce height of this layer/use rock for bottom of this layer?


    P. S. Sorry for my English, I'm from Russia.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.12.2][1.7.10] Galaxy Space [Addon for Galacticraft]

    Very cool addon! Thank you VERY MUCH for work!


    But I have only one note (advice): please, use OreDictionary!!! (Ребята, не комильфо!)

    Register all ingots as ingot[name], all plates as 'compressed[Name]', etc.

    Don't break crafting line of Heavy-Duty plates: Tier 8 should craft from Tier 7.

    And use lead and nickel from other mods in compressor recipes (= as I said, use OreDictionary).

    Also, add more config options (would be nice, if I can disable any ore on any planet - I like manage all worldgen events from CoFHCore, because it's hard to configure worldgen for each mod separately).


    And [untranslatable]: Респектищеиещёиещё!

    Posted in: Minecraft Mods
  • 0

    posted a message on Ploblem with moving of entity.
    Quote from GotoLink»

    Replace all of this:

    TechnoMotionEntities.OreGravelFallingEntityID = EntityRegistry.findGlobalUniqueEntityId();
    EntityRegistry.registerGlobalEntityID(OreGravelFallingEntity.class, OresNames.OreGravelFallingEntityName,
    TechnoMotionEntities.OreGravelFallingEntityID);
    EntityRegistry.registerModEntity(OreGravelFallingEntity.class, OresNames.OreGravelFallingEntityName,
    TechnoMotionEntities.OreGravelFallingEntityID, TechnoMotion.INSTANCE, 64, 1, false);


    By

    EntityRegistry.registerModEntity(OreGravelFallingEntity.class, OresNames.OreGravelFallingEntityName, TechnoMotionEntities.EntityIDs++, TechnoMotion.INSTANCE, 160, 20, true);


    Great thanks!!! It helps!

    Posted in: Modification Development
  • 0

    posted a message on Ploblem with moving of entity.
    Quote from vincentmet»

    Idk if it really matters, but maybe this has to go serverside too...

    maybe it isnt the solution, but you could at least try


    @SideOnly(Side.CLIENT)
    public World getWorld(){
    return this.worldObj;
    }


    Please, see code! And reread first message.

    1) I don't use this method on server-side.

    2) I haven't problems on server-side - on server-side entity moves properly.

    3) I added this method only for some render tweaks (that I'll add in future).

    If there are no arguments in the case, please, do not reply to this thread.

    Posted in: Modification Development
  • 0

    posted a message on Ploblem with moving of entity.

    I think, that it is problem in registration of entity. Because all code of entity class (except reading data from TileEntity, saving data to TileEntity, getting drops and some preparations for rendering) I got from vanilla EntityFallingBlock. And I many times checked, that my entity spawns on server-side only (and method Block#updateTick always calls from WorldServer).


    Now I think, that it can be bug in... (OMG!) Forge. Because I and my IntelliJ IDEA can't find any problems in that code.

    Posted in: Modification Development
  • 0

    posted a message on Multiple Mods at the Same Time?

    You need download and install Forge sources in another directory. That's all!

    After it you can choose, which project you want to edit right now.

    Posted in: Modification Development
  • 0

    posted a message on Ploblem with moving of entity.
    Quote from wildbill22»

    Show some code.


    Only spawn entities on the server!


    I suspect you are spawning the entity on the client, and then the server syncs the client to the server, hence you see the block move back to where it was.


    1) Entity class: https://github.com/OneEyePro/TechnoMotion/blob/master/src/main/java/oneeyepro/technomotion/entities/geology/ores/OreGravelFallingEntity.java

    2) Entity registration: https://github.com/OneEyePro/TechnoMotion/blob/master/src/main/java/oneeyepro/technomotion/entities/TechnoMotionEntities.java

    3) Entity spawn: https://github.com/OneEyePro/TechnoMotion/blob/master/src/main/java/oneeyepro/technomotion/blocks/geology/ores/OreGravelBlock.java#L214

    Posted in: Modification Development
  • 0

    posted a message on Ploblem with moving of entity.

    Can someone help me?!

    Posted in: Modification Development
  • 0

    posted a message on Ploblem with moving of entity.

    Hello.

    I'm creating a mod. In my mod I have custom falling entity (I created it, because vanilla EntityFallingBlock drops wrong item for my NBT-based block and has wrong texture, because I use custom render for block, that spawns this entity).

    And now all works fine: entity drops right item and has right texture. But I have strange problem with moving of entity. This problem occurs only on client-side, when there's any block above entity. On server side it moves properly. But on client my falling entity I have that situation:

    - I spawn my falling entity (for example, at 35.5, 6.5, 54.5) by breaking my falling block.

    - First two ticks entity moves properly (falls to 35.5, 6.38, 54.5, for example).

    - But next 3-4 ticks it is on top of the block, that was above it! (35.5, 8.0, 54.5);

    - And finally it moves roughly to the same coordinates, where entity is on server-side.


    How to fix that problem? How to sync moving of falling enitites on server and client sides?


    P. S. Sorry for my English. I'm from Russia.

    Posted in: Modification Development
  • 0

    posted a message on Problem with Entity syncing.

    Please, anyone, help me solve my problem in that situation...

    Posted in: Modification Development
  • 0

    posted a message on Problem with Entity syncing.

    1) And how to do that with custom packet handler?

    2) Without explicit packet handling for entity (with vanilla packet handling) all works fine, except one thing: I create entity on server side with custom constructor (that allows store custom data in entity). On client side entity initializes automatically (implicit) with default constructor (custom data doesn't stored in it). How to copy that data from server to client (without PacketHandling or with custom packet handler based on MessageToMessageCodec<FMLProxyPacket, MyPacket>)?

    Posted in: Modification Development
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    posted a message on Problem with Entity syncing.

    Put it simply, I have entity with some data. That data initializes and works only on server side.

    But I need this data to render my entity. How to sync that data with client-side entity?

    Posted in: Modification Development
  • 0

    posted a message on Problem with Entity syncing.

    Hello.

    I have some problems with syncing entity (not TileEntity).

    And it's a long story...

    I have block ("multi-anvil") with TileEntity and NBT-based ItemBlock. This anvil has different textures, depends on data stored in TIleEntity (or NBT, if there is ItemBlock). To solve that task I use ISBRH and IItemRenderer.

    And (as vanilla anvil) this block must fall. For that purpose I create custom custom falling entity (because EntityFallingBlock doesn't use right txture and drops wrong ItemStack - ItemStack without NBT). I created custom Entity and fix bug with wrong drops.

    And I created EntityRender (extends Render). And there I have sync problem:

    - I copy data to my entity from TIleEntity using custom constructor.

    - I create and spawn my entity on server-side (as shown in BlockFalling).

    - But render occurs on client-side (and there entity initializes using default constructor => entity doesn't store any data).

    How to sync that data between server and client? (Because, as I said before, block texture depends on data stored in TileEntity => entity texture should be the same and should depend on data stored in it).


    P. S. Sorry for my English. I'm from Russia.

    Posted in: Modification Development
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