This mod is never going to see the light of day. Loads of people have already started to lose interest. Other Dr.Who mods are coming out with similar features (TARDIS, Daleks, Sonic Screwdrivers) and yours is taking forever. You can say you're building a "whole new game", but I think practically everyone would rather have a stable version of the mod with just core elements such as the TARDIS etc rather than having to wait another year before they could possibly be picked for a closed beta.
I can guarantee that no other Doctor Who mods will match up to this. They may be more exciting in certain ways, but we want this mod to be of high quality. If we released a version now, the amount of hatemail and questions we would get would be horrible.
Last question(I think) can you get the coordinates of specific blocks? As thats how I spawn my mobs, I get the coords of the block then use world.spawnEntityInWorld...
So, if you spawn in a house with wood in the center, you want the mob to spawn on the coords of that wood?
Sadly, no, but I'll be sure to add that soon.
Planned:
NBT Editing
Coord location
Getting blocks relative to specific areas (what is 3 blocks above the ground, below, etc.)
By ID you mean the id of the vanilla block ? Also, if there was nbt in the schematic can you edit that? Such as items in chest
the method is (pseudeo)
if (id == block) {
Block.replaceblock = newBlock;
}
So, yes, the ID of the vanilla block. And no, you cannot currently edit NBT (Although loading is supported). I'll work on that
So lets say I have a schematic with all vanilla blocks which I made in vanilla mc, then I use this schematic in my mod, is there any way to change the blocks in that schematic?
Yep! Look at the method Schematic.convertBlocks, it takes 3 arguements. The id, the vanilla block, and the new replacement block. (id, Block, Block)
The config file is hard to get to for me.... Will we disable it in-game?
While I had the idea, for changes to take effect you would need to restart Minecraft. I was actually looking into creating a program for editing cfg files.
Setting the hitbox to nothing would mean the player couldn't hit it. I would write a method which makes it so the player deals 0 damage, instead of the mob having unlimited damage.
Hello! This is my new mod. Basically, it allows for you (the modder) to load a schematic file directly into your world. This saves space, and is great for small structures such as houses, villages, or ore gen. This is not meant for vast areas, such as biomes or other large block formations. Schematics should have void around them (not be on a ground, otherwise it will render the ground).
Usage (Modders)
Simply either download the source code, or decompile with MCP. (Not recommended, as it is forge. Just go ahead and directly add the source). Adding schematics to the loading list is easy enough, just requires two lines. (A test mod is included in the download). Simply add these two lines, one is a declaration of the schematic, the other is localizing the schematic.
In your initialization/main file :
public static Schematic localSchemName;
localSchemName= new Schematic("/ModPackage/schemFileName.schematic");
generatedSchematics = new SchematicForGeneration[]{ new SchematicForGeneration(localSchemName);
Source code on Github (with comments)
Notice:
I have now added support for chests with NBT. Basically, you need to call the chests your file where you are calling SchematicForGeneration. You just use default chest methods to do so.
------
Schematic can call two different arguements, either a string (file path), or pre-created Schematic.
Distribution
You are allowed to include this mod in your mod download, as long as you provide a link to this mod.
You can not post this mod alone on another site without my permission. You may not make money with just this mod, another forge mod must be attached for adf.ly links to be allowed. You may distribute this mod privately among a few people, but no mass-distribution.
Installation
Drag into the 'mods' folder. Requires Minecraft 1.6.2 and Forge Universal.
If you need help with textures I would love to contribute!
EDIT: Like I was thinking of maybe a custom type of wood for the huge trees
ANOTHER EDIT: I was wondering if you will have the sky islands that were in the movie, because those were one of my favorite parts. I understand it could be tricky to code, so no big deal if not.
Please give us some more details, such as programs, experience, and examples.
Will you please send a 1.5.2 download link to [email protected] I am making a youtube series but my other mods are on 1.5.2 since they are not updated yet, please send me a 1.5.2 download I really need it
Sure thing, just remember its glitchy and is missing a large amount of textures, be sure to send me links to the videos when they're uploaded!
0
https://github.com/Giraffestock/SchematicReaderTest
1
I can guarantee that no other Doctor Who mods will match up to this. They may be more exciting in certain ways, but we want this mod to be of high quality. If we released a version now, the amount of hatemail and questions we would get would be horrible.
0
Deleted? What do you mean?
thanks, hope it helps
0
http://www.creeperrepo.net/downloads/avatarmod/SchematicReader_1.1.2_1.6.2.zip
Added -
Fetching origins with NBT (getOriginFromNBT)
Fetching origins (getOrigin)
Seeding (setSeeding, getSeedingCoords, setSeedingInfo)
0
So, if you spawn in a house with wood in the center, you want the mob to spawn on the coords of that wood?
Sadly, no, but I'll be sure to add that soon.
Planned:
NBT Editing
Coord location
Getting blocks relative to specific areas (what is 3 blocks above the ground, below, etc.)
0
Will do
0
the method is (pseudeo)
if (id == block) {
Block.replaceblock = newBlock;
}
So, yes, the ID of the vanilla block. And no, you cannot currently edit NBT (Although loading is supported). I'll work on that
0
Yep! Look at the method Schematic.convertBlocks, it takes 3 arguements. The id, the vanilla block, and the new replacement block. (id, Block, Block)
0
:3 thanks!
0
While I had the idea, for changes to take effect you would need to restart Minecraft. I was actually looking into creating a program for editing cfg files.
0
Pseudecode -
if (explosive is near player) {
GUIExplosive.init()
}
0
4
PMC Post: http://www.planetmin...into-your-mods/
Source: https://github.com/G...maticReaderTest
Download (obfuscated): http://www.creeperre...1.1.2_1.6.2.zip
Hello! This is my new mod. Basically, it allows for you (the modder) to load a schematic file directly into your world. This saves space, and is great for small structures such as houses, villages, or ore gen. This is not meant for vast areas, such as biomes or other large block formations. Schematics should have void around them (not be on a ground, otherwise it will render the ground).
Usage (Modders)
Simply either download the source code, or decompile with MCP. (Not recommended, as it is forge. Just go ahead and directly add the source). Adding schematics to the loading list is easy enough, just requires two lines. (A test mod is included in the download). Simply add these two lines, one is a declaration of the schematic, the other is localizing the schematic.
In your initialization/main file :
public static Schematic localSchemName;
localSchemName= new Schematic("/ModPackage/schemFileName.schematic");
generatedSchematics = new SchematicForGeneration[]{
new SchematicForGeneration(localSchemName);
Source code on Github (with comments)
Notice:
I have now added support for chests with NBT. Basically, you need to call the chests your file where you are calling SchematicForGeneration. You just use default chest methods to do so.
------
Schematic can call two different arguements, either a string (file path), or pre-created Schematic.
Distribution
You are allowed to include this mod in your mod download, as long as you provide a link to this mod.
You can not post this mod alone on another site without my permission. You may not make money with just this mod, another forge mod must be attached for adf.ly links to be allowed. You may distribute this mod privately among a few people, but no mass-distribution.
Installation
Drag into the 'mods' folder. Requires Minecraft 1.6.2 and Forge Universal.
Mods using this mod:
AvatarMod
[represent]
0
Please give us some more details, such as programs, experience, and examples.
1
Sure thing, just remember its glitchy and is missing a large amount of textures, be sure to send me links to the videos when they're uploaded!
http://www.creeperrepo.net/downloads/avatarmod/Avatarian-mod-1.5.1.zip