Oh. My. God. Yeeeaaaahhh! I can't wait. but I think I'll stick with FML until the API gets enough functionality for me to be happy with it when it comes out. ;3
But I'll have to see...
- Dragonphly77
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Nov 19, 2012Dragonphly77 posted a message on Hypixel Adventure Map - Herobrine's MansionLooks amazing. Looks. Amazing. Looks amazing, looks amazing, and it's also pretty amazing looking.Posted in: News
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Aug 29, 2012Dragonphly77 posted a message on Decoration Blocks to Come; MineTV Episode 5I'd love to see mob statues.Posted in: News
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Here's the code:
Here's the explanation:
This holds the current offset of the y coordinate of the broken block.
This loops until the block at "y + offset" is not a wood block. This is also the mechanism that increments the offset variable. I'm not going to explain further since if you don't know how for loops work you really shouldn't be modding ;P
This holds the type of the wood that it's currently on so it's not always oak wood. Although being used only once, this is not an inline variable because the next function executed deletes the block, and would always make the metadata equal zero (oak).
This deletes the block by setting it to air.
This spawns the wood item on the ground in world, at x, y and z, with the damage woodType.
This damages the axe. In doing so, it checks if the offset is greater than 0, and if it is, damage it (value of offset) times, and if it's not, damage it once, using the conditional operator.
I'm sure some things could be done differently, this is just how I do it.
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This is a tiny PSA regarding large error messages and stack traces.
To avoid taking up unnecessary space in the thread, please encapsulate your error in spoiler tags. For example:
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Changes to:
ThisissampletextThisissampletext
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Thank you.
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You don't have to use Character.valueOf. You can just put the two single quotes.
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You could try storing the block ID integers in a separate class and making an erase method or something. It may not be very efficient but it's all I can think of at the moment. I wrote a concept for you: http://pastebin.com/EUmGXyPs
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As entities are not my specialty, my best suggestion would be to take some pointers from the falling sand/gravel entities.
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I'm getting flat out sick of this. Please refrain (read: STOP ENTIRELY) from posting for the sole purpose of criticizing something. As TechGuy put it, it's not even constructive, and no one wants to hear it.
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And why not, exactly? Switching to Forge is beyond easy, and does not force much on you like ModLoader does. ModLoader is also completely stagnant, while Forge is getting new features very often. I may as well leave it at that.
Which string? The mob texture? You could either remove it completely, set it to a blank one, or put 'null' where you'd put the directory.
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I'm not even sure why I said that myself. I use my own packages. Wow, for some reason a ModLoader mindset just popped up for some reason...
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Edit: ghosrec35's got this.
\/ \/
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...you have to recompile it in order to get errors so you/we can fix it...
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hnnnnnnnnnnnnnnnnnnnnnnng.
It looks so amazing.
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I believe he said he will keep those up to date as well.
Are you using 22363 as an item ID?