I'm not saying do it exactly that way, I don't know java.
However, there is a possible similar way to do it, like I described. If you can't, well then, don't do the trader coding. We'll get someone else to do it.
you mean there is possibly a similar way. The code and entitys like i said are not built to interact that way.
looks like compatibility issues between all the mods. i know thats a nah durr answer but there's not much i can tell you unless you can pinpoint it, try them one at a time with the needed mods and see when it crashes. also make sure you have all the needed mods.
turns out its not the bounding boxes, they both almost totally match up. the bed has a form of model that is only like refrenced once so im a little confused.
Dude, that's how we're doing it. Try taking the code part of the Pigmen where when you attack, all other pigmen attack as well, and just replace the OTHER pigmen with the id or code of people and make the first pigman non-hostile. Also, there will only be 1 trader in a single camp. MAYBE 2.
Okay.
But not MinePocalypse...
code doesn't work that way.
ty
it will be me while i play and code for minepocalypse so yep it is.
Please do see about the bed thing, because it will look SOO much better if it can be two blocks. Also can't we, if two block wide is too hard, just split it into two 16x16s and then have them always generate next to each other? I mean you will never have it in ur inventory so it doesnt rlly matter too much if its in two blocks if it'll never be seen
Umm, the scaffolding textures were made 32x16 because we wanted them to be two blocks wide...
And good job with the people thing, I think...
thanks for the people thing, and i have no clue how i would get the 32x16 thing to work. the only type that does that really is chests and the texture changes when another is next to it, if anything the texture needs to be only 16 tall and 32 wide to fit in the terrain.png alternative. that's also why i just realized the combined type textures really wont work. if you want two blocks wide they could put two single blocks together. though if it makes you happy ill see what code the bed uses.
edit: looking in the code shows its part of block bounds. ill put one down in my test world and change the bounds til i get it to work.
Well, when this comes out, there should be a *I forgot the ACTUAL name* that makes it so... say, like me, you don't want to change the world THAT much(lol ikr), you could change it a little bit. If this is possible, I'm SO getting it. :wink.gif:
im sorry but you understand the meaning of mod right? it means modifying. if you don't want all the stuff than that's your thing, but our coders shouldn't have to do more work because you don't want the whole mod. its more a fact of how difficult that would be. though i might be able to label the base files changed, so you might be able to effect the generation type stuff.
BTW
My friend came up with this GREAT idea and I really think we should implement it: A torch, that gives of light even as you move.
This would be great because then you can explore the ruins that have no or low lighting easily and well, lets face it, would be pretty cool. I mean people have been wishing the torches could do this since Minecraft first had them.
dynamic torch lights, google it, nuff said. also i dont know how to to that and doubt i ever will. if you want to ask the creator if we can include it is up to you.
edit: the creator gave source and ill include it's class files as optional in the mod files. we need to give AtomicStryker credit for the code.
This works, but you added a bunch of needless recipes, that don't use the Shenron item, but uses the dragonball, the whole point is you need 7 dragon balls to make a wish, not 1.
As you can see, you get nine off 1 block with a dragonball. You can just place the block without the dragonball and it will still yield the same thing.
stop being a sped and read my post on the last page. im going to fix that and make it minecraft forge soon. i know about it, stop pointing out the obvious that i already covered.
First off, you may know this but you probably don't, the trader doesn't attack you, nor does a group of traders attack the player. People around the trader, in around a 10 - 20 block radius, attack you.
Secondly, what ****ing creature?
And finally, why is a demon in your sig representing MinePocalypse? It has nothing to do with it. :/
the trader is like a pigzombie right now, they attack in a group if someone hits one of them and im not sure that yout can get people to attack when a entity of another type is attacked.
the creature is a nonagressive base type that doesnt run like aniamls. i took parts of the animal, mob, and creature classes and combined them to make a good base class to use for people.
also the demon in my sig is the pic that represents me.
That's a pretty broad question. The first step is to make your block extend BlockContainer, and then in getBlockTileEntity() return a new instance of your TileEntity subclass. Then in that TileEntity subclass you do whatever you want.
its broad as i dont know what tile entitys really do. i wish i could find something covering it.
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you mean there is possibly a similar way. The code and entitys like i said are not built to interact that way.
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i dont know quite enough java to do that and the code is not built for that.
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edit: the creator did se the entitys to write to nbt right? that saves where they are in the World.
edit: maybe it was a temp thing as the lvl 32 didnt disappear.
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looks like compatibility issues between all the mods. i know thats a nah durr answer but there's not much i can tell you unless you can pinpoint it, try them one at a time with the needed mods and see when it crashes. also make sure you have all the needed mods.
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okay then, I am sorry.
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turns out its not the bounding boxes, they both almost totally match up. the bed has a form of model that is only like refrenced once so im a little confused.
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code doesn't work that way.
ty
it will be me while i play and code for minepocalypse so yep it is.
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oh so its a generation only block?
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thanks for the people thing, and i have no clue how i would get the 32x16 thing to work. the only type that does that really is chests and the texture changes when another is next to it, if anything the texture needs to be only 16 tall and 32 wide to fit in the terrain.png alternative. that's also why i just realized the combined type textures really wont work. if you want two blocks wide they could put two single blocks together. though if it makes you happy ill see what code the bed uses.
edit: looking in the code shows its part of block bounds. ill put one down in my test world and change the bounds til i get it to work.
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im sorry but you understand the meaning of mod right? it means modifying. if you don't want all the stuff than that's your thing, but our coders shouldn't have to do more work because you don't want the whole mod. its more a fact of how difficult that would be. though i might be able to label the base files changed, so you might be able to effect the generation type stuff.
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dynamic
torchlights, google it, nuff said. also i dont know how to to that and doubt i ever will. if you want to ask the creator if we can include it is up to you.edit: the creator gave source and ill include it's class files as optional in the mod files. we need to give AtomicStryker credit for the code.
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congratz! ill mark you as the finder!
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stop being a sped and read my post on the last page. im going to fix that and make it minecraft forge soon. i know about it, stop pointing out the obvious that i already covered.
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the trader is like a pigzombie right now, they attack in a group if someone hits one of them and im not sure that yout can get people to attack when a entity of another type is attacked.
the creature is a nonagressive base type that doesnt run like aniamls. i took parts of the animal, mob, and creature classes and combined them to make a good base class to use for people.
also the demon in my sig is the pic that represents me.
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its broad as i dont know what tile entitys really do. i wish i could find something covering it.