• 0

    posted a message on Custom NPCs

    -Never mind it was me being dumb-

    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft Lightning Strike Arrows

    I believe you need to use


    World.addWeatherEffect

    not


    World.spawnEntityInWorld
    Posted in: Modification Development
  • 3

    posted a message on [1.8.9] Lemon's Simple Teleporters V1.0.1.

    Lemon's Simple Teleporters adds a craftable teleporter block to quickly travel your world!

    How to use this mod:

    To begin, you will need to craft an "Ender Crystal" by heating up an Ender eye in a furnace
    Crafting and Ender Crystal

    With this crystal you can sneak right click a block to create a link at a position you would like to teleport to.

    You will now need to craft a "Teleporter" in a crafting table
    Crafting a teleporter

    Place this Teleporter on the ground and use the Ender Crystal you made earlier in it by right clicking with it in your hand. You can freely take the crystal out and put it back in.

    Now you have a working teleporter! You can now step on it and sneak to be teleported to the position you linked the crystal to.

    Media


    F.A.Q.

    What is this black smoke?


    When holding a linked Ender Crystal, smoke will appear on the block that it is linked to, simple switch to another item to stop the smoke.


    Can I use this mod in my modpack?


    Yes, as long as you provide a link back to either this page or the Minecraft Forums page and appropriate credit is given.


    Can I host this mod on my website?


    No, the only place to download this mod is this CurseForge page or the Minecraft Forums page.


    Can I make a video about this mod or with this mod in it?


    Yes, you don't need to ask.


    Downloads


    If you find a bug or glitch, or if you're unsure about something, please ask.

    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs

    Hey, blood seems to be causing issues with other block models from Custom NPCs


    Before:



    After:



    Using the 1.8 beta and Forge 1556.

    Posted in: Minecraft Mods
  • 0

    posted a message on I need help with some advanced modding! PLZ HELP!

    While I understand your eagerness to jump into modding, you should learn how programming works before you continue. It will help you understand simple things like this.

    Posted in: Modification Development
  • 0

    posted a message on CommonProxy not working
    Quote from Leviathan143»

    Won't that call serverside code on the client?


    The common proxy is called "common" because it's used on both client and server side.
    Posted in: Modification Development
  • 0

    posted a message on [WIP] Lemon's RPG Mod | Magic, Alchemy and some other stuff

    New image of the Spell selection screen.



    It's all coming together.


    No date for a release, but it's not too far off playable.

    Posted in: WIP Mods
  • 0

    posted a message on Code only syncs correctly when on a dedicated server?

    Hi!


    I have some code that gets called from a packet as well as on the client side.


    I send some info from the client to the server.


    This is the method that I'm calling, both client and server side:


    	public void addSpell(Spell spell) 
    	{
    		boolean flag = false; 
    		if(!this.selectedSpells.contains(spell) && !spell.AutoUnlock)
    		{
    			for(int i = 0; i < this.selectedSpells.size(); i++)
    			{
    				if(this.selectedSpells.get(i) == Ref.GetSpells().empty && !flag)
    				{
    					flag = true;
    					this.selectedSpells.set(i, spell);
    				}
    			}
    		}
    	}

    That is within a IExtendedEntityProperties class.


    That code itself, works as intended if not called from the packet.

    It also works flawlessly on a dedicated server but on single player, the spell object does not get added to the "selectedSpells" list, which is the main issue.


    As far as I can tell, the data has arrived correctly and the code is executed, especially since it works fine outside of single player.



    Does anyone have any clue what could be causing this issue on single player only?



    Here's some code snippets that could be helpful:


    	@Override
    	public void process(EntityPlayer player, Side side)
    	{	
    		ExPlayer.get(player).addSpell(Ref.GetSpells().spellList.get(spellID));
    	}

    The code in the packet that calls the "addSpell" method


        			PacketDispatcher.sendToServer(new SendSpellClick(this.mc.thePlayer, Ref.GetSpells().spellList.indexOf(Spell)));
        			explayer.addSpell(Spell);

    The code that sends the packet from the client




    Thanks in advance, I'm fairly new to networking/packets so it's probably just something simple I forgot. It just seems so strange that it doesn't work on singleplayer..

    Posted in: Modification Development
  • 0

    posted a message on [WIP] Lemon's RPG Mod | Magic, Alchemy and some other stuff

    Screenshot of the work in progress alchemy table GUI




    Added Sword pedestals, these are crafting and you will be able to find them in dungeons with rare swords in them


    Posted in: WIP Mods
  • 0

    posted a message on [SOLVED] Creating a new mapgen that loads multiple villages

    Sorry in advance if I misunderstood what you want but I think you want a way to generate a new village type, independent from the vanilla villages?


    I actually did something similar for my RPG mod I'm working on the other day.


    Basically I just told the game to generate my type of village when it wants to generate a vanilla village, but this can be expanded to include multiple village types (Which Ill do myself eventually)


    In your PreInit event you'll want something like this;

    MapGenStructureIO.registerStructure(MAPGENYOURVILLAGE.Start.class, "STRUCTURENAME");
     StructureYOURSTRUCTUREPieces.registerVillagePieces();


    This registers your structure, the classes are just modified versions of the vanilla village classes


    Next you need to actually generate the village, in an event handler under the TERRAIN_GEN_BUS, you'll need an InitMapGenEvent event, this is called when a structure is generated what I have is this:

    	@SubscribeEvent
    	public void InitMapGen(InitMapGenEvent event)
    	{
    		if(event.type.name() == event.type.VILLAGE.name())
    		{
    			event.newGen = new MapGenMYVILLAGE);
    		}
    	}


    What it does is replace the generation of the vanilla village with my own, but can easily be modified to include vanilla villages and more like so:


    	@SubscribeEvent
    	public void initmapgen(InitMapGenEvent event)
    	{
    		Random random = new Random();
    		
    		if(event.type.name() == event.type.VILLAGE.name())
    		{
    			switch(random.nextInt(3))
    			{
    			case 0:
    				event.newGen = new MapGenNPCVillage();	//First new village type
    				break;
    			case 1: 
    				event.newGen = MapGenNPCVillage2();		//2nd village type
    				break;
    			default:
    				break;									//vanilla village
    			}
    		}
    	}

    You can probably modify which village is generated via biome as well.



    I think that's what you're asking, if not well - there's a little tutorial on adding a new village.

    Posted in: Modification Development
  • 0

    posted a message on [WIP] Lemon's RPG Mod | Magic, Alchemy and some other stuff

    New Screenshot of the Spells GUI, this will show you your unlocked spells and what ones you can learn next.


    All textures are are a WIP and only a few spells are on there at the moment.




    And here's a look at the alchemy table thing

    Posted in: WIP Mods
  • 0

    posted a message on Adding Custom Drop to All Entites

    Your code works fine for me, have you registered your event handler correctly?

    Posted in: Modification Development
  • 2

    posted a message on [WIP] Lemon's RPG Mod | Magic, Alchemy and some other stuff


    I'm going to preface this post by saying that this mod is a work in progress. Nothing is final and nothing is finished. Updates may come slow or they may come fast, I will work at my own pace with University being my top priority over working on this mod. I may stop working on or abandon this mod at any time, if I do decide to give up, ill probably put the source up for someone else to continue. If you can't deal with this, read no further. Thanks!

    About

    This is a mod that aims to add RPG elements and features to Minecraft. A lot of inspiration is taken from other games, primarily "The Elder Scrolls" series and it's clear that there are elements from these games in this mod.

    The mod is currently being developed for Minecraft 1.8


    Features and information

    Current Features

    HUD

    The HUD has been redesigned to be more "RPG-Like".

    The health bar has been moved to the top left of the screen along side of two new bars, mana and stamina. You will also notice a shield with a number in it, this is your current armour value.


    Your character is also displayed on the screen, no real reason - I just think it looks cool.


    Hunger has been removed (for now).


    There will be a "Classic" option to move the health/mana/stamina back to the hotbar, closer to how it is in vanilla.


    Alchemy (WIP)

    I am replacing Minecraft potion making feature with my own.

    It will be closer to Skyrim's alchemy skill, you will find or craft plants, animals and other ingredients throughout the world and combine these into potions to help you in your travels

    As seen above, when a player looks at a plant with an effect, information on the effects that you know of are shown.


    Other screenshots:


    Magic (Heavy WIP)


    Magic is added to the game!

    Spells will be learnt via spell tomes to be cast.


    Right now, spells are cast from a book, but this may change in future.


    Bandit Camps


    Bandit camps will generate throughout the world, there will be some loot for you to steal from them


    NPC Towns and Villages (Heavy WIP)


    A complete replacement to the vanilla villages with more realistic housing and NPCs

    Planned Features

    Quests Dungeons Various Enemies Skill System and levelling Bandits, Hunters, highwaymen etc, New enchanting system New Biomes A bunch of other stuff I can't remember right now.

    Just because a feature isn't mentioned on this list doesn't mean it wont be in the mod, it probably just means I forgot about it or havent thought about it yet,

    Feel free to suggest more.
    Not Planned But Maybe at Some Point Features

    These features are probably difficult to implement and would require extra work, I'd like to add them, but it might just never happen

    • Dragons
    • Paths between towns
    • As above, there's probably more


    FAQ well not really since I'm writing these at the same time as the thread

    When will it be released?
    When it's done.

    Can I beta test?
    No.

    Can you add X?
    Maybe, suggest it
    How can you help?

    Before volunteering any work to me, make sure you can handle
    - Me not accepting your work
    - Your work being modified
    - Your work being replaced/removed
    If you cannot do any of those, please don't volunteer anything to me.
    --

    I'm awful at textures, if you see any that you think you can approve please do and send them to me!
    I'm awful at building, if you think you can build small simplistic houses (think villager houses) that fit the theme of the mod, submit me the world file.

    Other Stuff

    Thanks for your support/hate/comments/contributions/suggestions/whatever to this project!
    Posted in: WIP Mods
  • 0

    posted a message on [1.8/1.7] Lemon's Tweaks - Some small tweaks to make things less bad
    Quote from steeve_steeve»

    This is a surprisingly small but useful mod! I especially like the baby animal tweaks. Didn't know I needed it until I read it. Well done.


    Thanks!

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8/1.7] Lemon's Tweaks - Some small tweaks to make things less bad
    Quote from jadenPete»

    Ill probably add some of those for the next release.

    Posted in: Minecraft Mods
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