• 0

    posted a message on Biome Islands World Gen.

    Buffet does not offer regular islands it does offer floating islands. (I do like regular islands better tho. Just wish they can spawn in the way I mentioned at the beginning of this thread).

    Posted in: Suggestions
  • 0

    posted a message on Biome Islands World Gen.

    I mainly suggest this because I so desperately want a jungle Island where I can build a village on. The problem is most jungle islands are close in proximity to the mainland making it not really to much of a good island in my opinion. I like it to where when you look out from the island all you see is ocean for who knows how far.

    Posted in: Suggestions
  • 0

    posted a message on Biome Islands World Gen.

    I would like to see a world gen option where you spawn on large islands and each island consists of:

    -A beach biome surrounding the entire island

    -A different biome for the middle of the island


    Also, there would be only one biome selected for the center of each island and each neighboring island would have a different biome for its center.

    Do you think this would be a good idea?

    Posted in: Suggestions
  • 0

    posted a message on When using a bed do you have to sleep through the entire night to change spawnpoint?

    In multiplayer it is required that everyone be in a bed for the players to sleep through the night. but this never happens because not everyone is willing to sleep at the same time. So, of course, you can never sleep. Does this prevent players from setting their spawn points near their bed? Or do you just simply need to lay on the bed to change your spawn point?


    PS: Seeing how there will never be a chance to sleep in large servers due to not everyone sleeping at the same time, does that mean phantoms will spawn on every player who has been online long enough to have them spawn?

    Posted in: Discussion
  • 0

    posted a message on Zombie Villager Spawning Help.

    I am giving away a picture of my zombie villager trap. How it works:

    -Step 1- Let a zombie villager follow you into the trap.

    -Step 2- Use the ladder to quickly escape and once on top of the trap pull the lever to lock the zombie in the trap.

    -Step 3- Cure the zombie.


    Some cool things about my trap:

    the pool of water was intentionally put there so that if the zombie stands near the hole in the roof (which is where the ladder leads) he will not burn in the sun. There is also a window to the side of the trap so you can throw a potion of weakness into the trap and feed the zombie a golden apple.


    Thanks for your help guys. I hope this trap helps you to.

    PS: I have successfully cured two zombies using this trap.

    Posted in: Discussion
  • 0

    posted a message on Zombie Villager Spawning Help.

    cool thanks. I am trying to build a jungle island village.

    Posted in: Discussion
  • 0

    posted a message on Zombie Villager Spawning Help.

    Do zombie villagers spawn in jungle biomes? If not which ones do they spawn in?

    Posted in: Discussion
  • 0

    posted a message on Are there hidden crafting recipes that are unlocked after killing the ender dragon three times?

    I remember watching a video showing secret recipes that can only be unlocked by killing the ender dragon three times in the same world you want to unlock the recipes in. Is this true?


    Ps I do not remember the video link so if anyone knows about the video I am talking about then please post the link below. Thanks.

    Posted in: Discussion
  • 0

    posted a message on Bullets hit target but bullet model flies in different direction??? Need help.

    Does anyone seriously have a solution to this problem?

    Posted in: Modification Development
  • 0

    posted a message on Bullets hit target but bullet model flies in different direction??? Need help.

    The video shows what I'm talking about.

    Here is the gun's code:

    package com.xXHero_SteveXX.KennethsMinecraftMod.items;
    
    import com.xXHero_SteveXX.KennethsMinecraftMod.Main;
    import com.xXHero_SteveXX.KennethsMinecraftMod.entity.EntityBullet;
    import com.xXHero_SteveXX.KennethsMinecraftMod.init.ModItems;
    import com.xXHero_SteveXX.KennethsMinecraftMod.util.IHasModel;
    
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.entity.Entity;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.entity.projectile.EntityArrow;
    import net.minecraft.entity.projectile.EntityLargeFireball;
    import net.minecraft.init.SoundEvents;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemStack;
    import net.minecraft.util.ActionResult;
    import net.minecraft.util.EnumActionResult;
    import net.minecraft.util.EnumHand;
    import net.minecraft.util.SoundCategory;
    import net.minecraft.util.math.Vec3d;
    import net.minecraft.world.World;
    import net.minecraftforge.event.entity.ProjectileImpactEvent.Fireball;
    
    public class ItemGunBase extends Item implements IHasModel {
    	private String name;
    	
    	public ItemGunBase (String name) {
    		setUnlocalizedName(name);
    		setRegistryName(name);
    		setCreativeTab(CreativeTabs.COMBAT);
    		
    		ModItems.ITEMS.add(this);
    	}
    	@Override
    	public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn) {
    		if(!worldIn.isRemote) {
    			EntityBullet bullet = new EntityBullet(worldIn, playerIn);
    			bullet.shoot(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, 30f, 1.0F);
    			worldIn.spawnEntity(bullet);
    		}
    	    return new ActionResult(EnumActionResult.SUCCESS, playerIn.getHeldItem(handIn));
    	}
    	public int getMaxItemUseDuration(ItemStack par1ItemStack){
    	    return 30;
    	}
    	@Override
    	public void registerModels() {
    		Main.proxy.registerItemRenderer(this, 0, name);
    	}
    }

    Here is the bullet's code:

    package com.xXHero_SteveXX.KennethsMinecraftMod.entity;
     
    import java.util.Collection;
    
    import net.minecraft.entity.EntityLivingBase;
    import net.minecraft.entity.projectile.EntityThrowable;
    import net.minecraft.util.DamageSource;
    import net.minecraft.util.EnumParticleTypes;
    import net.minecraft.util.datafix.DataFixer;
    import net.minecraft.util.math.BlockPos;
    import net.minecraft.util.math.RayTraceResult;
    import net.minecraft.world.World;
    import net.minecraftforge.fml.common.registry.EntityEntry;
    import net.minecraftforge.fml.relauncher.Side;
    import net.minecraftforge.fml.relauncher.SideOnly;
    
    public class EntityBullet extends EntityThrowable {
    	public EntityBullet (World worldIn) {
    		super(worldIn);
    	}
    	public EntityBullet (World worldIn, EntityLivingBase throwerIn){
            super(worldIn, throwerIn);
        }
    	public EntityBullet(World worldIn, double x, double y, double z){
            super(worldIn, x, y, z);
        }
    	public void onUpdate () {
    		super.onUpdate();
    		if(!this.world.isRemote) {
    	        for (int i = 0; i < 10; i++)
    	        {
    	            double x = (double)(rand.nextInt(10) - 5) / 8.0D;
    	            double y = (double)(rand.nextInt(10) - 5) / 8.0D;
    	            double z = (double)(rand.nextInt(10) - 5) / 8.0D;
    	            this.world.spawnParticle(EnumParticleTypes.EXPLOSION_HUGE, posX, posY, posZ, x, y, z);
    	        }
    		}
    	}
    	protected void onImpact(RayTraceResult result){
            if (result.entityHit != null){
                int i = 5;
                result.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)i);
                this.world.spawnParticle(EnumParticleTypes.EXPLOSION_LARGE, this.posX, this.posY + 0.5D, this.posZ, 0.0D, 0.0D, 0.0D, new int[0]);
            }
            if (!this.world.isRemote){
                this.world.setEntityState(this, (byte)3);
                this.setDead();
            }
        }
    }

    Here is the model code:

    package com.xXHero_SteveXX.KennethsMinecraftMod.entity;
    
    import net.minecraft.client.model.ModelBase;
    import net.minecraft.client.model.ModelRenderer;
    import net.minecraft.entity.Entity;
    
    public class ModelBullet extends ModelBase {
    	ModelRenderer Shape1;
    	public ModelBullet () {
    		textureWidth = 64;
    		textureHeight = 32;
    		Shape1 = new ModelRenderer(this, 0, 0);
    		Shape1.addBox(0F, 0F, 0F, 1, 1, 2);
    		Shape1.setRotationPoint(0F, 0F, 0F);
    		Shape1.setTextureSize(64, 32);
    		Shape1.mirror = true;
    		setRotation(Shape1, 0F, 0F, 0F);
    	}
    	public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
    		super.render(entity, f, f1, f2, f3, f4, f5);
    		setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    		Shape1.render(f5);
    	}
    	private void setRotation(ModelRenderer model, float x, float y, float z) {
    		model.rotateAngleX = x;
    		model.rotateAngleY = y;
    		model.rotateAngleZ = z;
    	}
    	public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) {
    		super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    	}
    }

    And here is the render code:

    package com.xXHero_SteveXX.KennethsMinecraftMod.entity;
    
    import org.lwjgl.opengl.GL11;
    
    import net.minecraft.client.model.ModelBase;
    import net.minecraft.client.renderer.entity.Render;
    import net.minecraft.client.renderer.entity.RenderManager;
    import net.minecraft.entity.Entity;
    import net.minecraft.util.ResourceLocation;
    
    public class RenderBullet extends Render {
    	private static final ResourceLocation tex = new ResourceLocation("km:blocks/steel_block.png");
    	protected RenderBullet(RenderManager renderManager) {
    		super(renderManager);
    		shadowSize = 0.1F;
    	}
    	public void render(EntityBullet bullet, double d, double d1, double d2, float f, float f1) {
    		bindEntityTexture(bullet);
    		GL11.glPushMatrix();
    		GL11.glTranslatef((float) d, (float) d1, (float) d2);
    		GL11.glRotatef(f, 0.0F, 1.0F, 0.0F);
    		GL11.glRotatef(90F - bullet.prevRotationPitch - (bullet.rotationPitch - bullet.prevRotationPitch) * f1, 1.0F, 0.0F, 0.0F);
    		ModelBase model = new ModelBullet();
    		if (model != null)
    			model.render(bullet, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F);
    		GL11.glPopMatrix();
    	}
    	@Override
    	public void doRender(Entity entity, double d, double d1, double d2, float f, float f1) {
    		render((EntityBullet) entity, d, d1, d2, f, f1);
    	}
    	@Override
    	protected ResourceLocation getEntityTexture(Entity entity) {
    		return tex;
    	}
    
    }
    

    Any help will be appreciated.

    Posted in: Modification Development
  • 0

    posted a message on How do I make custom projectiles spawn particles as they fly?

    I have tried putting world.spawnParticle in the EntityBullet class under onUpdate but nothing happens.

    Posted in: Modification Development
  • 0

    posted a message on How do I make custom projectiles spawn particles as they fly?

    I really need to know any help will be appreciated. I have already looked in the example files yet they don't seem to work with my script.


    Here is my script

    package com.xXHero_SteveXX.KennethsMinecraftMod.entity;

    import java.util.Collection;

    import com.xXHero_SteveXX.KennethsMinecraftMod.init.ModEntities;

    import net.minecraft.entity.EntityLivingBase;
    import net.minecraft.entity.projectile.EntityThrowable;
    import net.minecraft.util.DamageSource;
    import net.minecraft.util.EnumParticleTypes;
    import net.minecraft.util.datafix.DataFixer;
    import net.minecraft.util.math.RayTraceResult;
    import net.minecraft.world.World;
    import net.minecraftforge.fml.common.registry.EntityEntry;
    import net.minecraftforge.fml.relauncher.Side;
    import net.minecraftforge.fml.relauncher.SideOnly;

    public class EntityBullet extends EntityThrowable {
    public EntityBullet (World worldIn) {
    super(worldIn);
    }
    public EntityBullet (World worldIn, EntityLivingBase throwerIn){
    super(worldIn, throwerIn);
    }
    public EntityBullet(World worldIn, double x, double y, double z){
    super(worldIn, x, y, z);
    }
    protected void onImpact(RayTraceResult result){
    if (result.entityHit != null){
    int i = 5;
    result.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)i);
    }
    if (!this.world.isRemote){
    this.world.setEntityState(this, (byte)3);
    this.setDead();
    }
    }
    }

    Posted in: Modification Development
  • 0

    posted a message on What is an Update you Think would Restore Minecraft to Another "Golden Age"?

    If anyone has means to directly contact the devs please suggest the ship building idea.

    Posted in: Discussion
  • 0

    posted a message on Forge 1.12.2 how do you make custom item models from obj files?

    I am trying to make a gun with a realistic model but can't figure out how to make the model work in Minecraft.

    Posted in: Modification Development
  • 1

    posted a message on Steel Armor (As effective as diamond armor but has less durability)

    I Made a set of armor that is just as effective as diamond but does not last as long.

    Steve wearing full steel armor with a steel sword (does 8 damage compared to diamond's 7) and wielding a roundshield carved from the wood of a yew tree (a tree that exists in real life that I modded into the game):

    Posted in: WIP Mods
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