So I am trying to get my mod to calculate how many days have passed in game I found a way to do it tho it is not the way i think it should have to be done and it has room for error.
Currently when I do :
long time = mc.theWorld.getWorldTime()
Time goes up continuously even in to the 100,000 range. I have looked around the code and supposidly it's rande is 0-23999 which my evidence shows otherwise. Even if i restart the game the time is still really high unless i manually set the time to 0 to restart it.
This
long time = mc.theWorld.getTotalWorldTime()
Does return the correct value of the worlds total time.
My Fix is
long time = mc.theWorld.getWorldTime()-(daysPassed*24000);
and
if(time>=24000){
daysPassed++;
}
Which gives a semi accurate number. But I don't like the fact that the getworld time returns 68,000.
Any help is appreciated
Make it to be able to use every ore that is registered in Forge can be customize... If its possible though .-. cause alot of mods now use Forge ... like Liquid, Ingots, and Stuff...
Customizable ore settings will allow you to change the default ore to spawn any way you would like.It adds a config file that will allow you to change how much of an ore spawns how often it will spawn and how deep in the ground it will spawn.
This mod also adds ore veins Giant pockets of ore that have a rare chance to spawn in the world
I need your testing to help me configure the default settings. Based on the randomness of the world generator it's hard to accurately depict how much ore there is and how hard it will be to gather it. So your feedback is welcome.
Things to come?
in-game gui?
Also this mod will be part of a custom mod pack that I am making over here(Click Here To View).
Minecraft adventure edition will be a mod focused on bringing more adventure into the game.Once completed this mod will actually be a mod pack filled with your choice of mods that are soon to come. The reason I am doing this is because every aspect of the mod that can be coded without changing class files will be done in that manner and be uploaded as a separate mod. By the end of this project there will be 12+ mods that you can pick and choose to play with. Each mod will be completely customizable. As of now almost ever aspect of the mods has been planned out and now just requires coding. Well lets get on with it.
Minecraft Adventure Edition Mods
The Current list of mods that will be in the final version of the mod pack.
key:
Orange- Done needs testing
Green Started
Red- Not Started
Mods
Ore settings-100%
More Dungeons-20%
More Bosses-0%
Skills-0%
Random Events-0%
In-game Seasons-0%
Better Farming-0%
Better Villages-0%
Better Fishing-0%
Better Enchanting-0%
Better Combat-0%
Better Survivabilty-0%
The Mods
Ore Settings:
This mod Makes almost every type or ore customizable allowing you to chance how much ore spawns, where it spawns and it also adds large deposits of ore while decreasing the amount of small pockets.
The purpose of this mod is to make finding ore a challenge while adding a greater reward "veins". When you find an ore vein it will last you awhile. The Code for this mod is completed but needs further testing to find good default values.
The purpose of this mod is in the title. This mod is going to add over 40 new dungeons and buildings to explore.
The dungeons (inspired by mabinogi and cube world) will be multi room dungeons with traps and puzzles, and following the more bosses update will have a final boss fight to get epic loot.
Current pictures:
More Bosses:
As of now there is 5 planned dungeon bosses that will be added Bandit Boss,Spider Queen,King of the Enders,Zombie Man and Skeleton God. There will also be randomly spawning field Bosses.
Skills:
Inspired by mcmmo mod the more you use a tool or weapon the better you will become with it.(this will be valuable to farming) *Possible update with mage and thief skills? There will be archer skills related to quick fire and critical hits.
Random Events:
When you reach certain stages of the game weather it be armor tiers or achievements there will be random events that will happen. i.e waves of zombies or bandits.
In-Game Seasons:
This is a planned feature that will effect the world around you. It will snow in the winter be hot in the summer and rain in the spring. It will effects your character and your crops.
Better Farming:
Farming will no longer be an easy feat, There will be many new changes to farming. You will have to tend to your farm daily to make sure your crops survive.*i.e don't let your plants get to hot in summer and keep them well watered. There will be new types of crops as well.
Better Villages:
Will you help them or slay them? Villages will now have their own economy and new trading system. They will offer quests and give you gifts if you help and protect them. If you choose to slay them tho word might get around to others.
Better Fishing:
There will be tons of new fish that you can catch and revised mechanics. Also Isn&'t fishing better on a boat?
Better Enchanting:
Enchanting is going to be completely redone. It will now be mmo style. You will require the book in order to enchant items. You will find enchants from mobs and bosses.*possible craft enchants?
Better Combat:
Let's face it Minecraft's combat is mindless as soon as you get iron gear it's pretty hard to die unless your fighting an ender dragon. The goal of this mod will be to fix that. The defense system will be completely reworked and monsters will begin to scale based on the worlds total time played the and the players average progression forwards, i.e skills and gear.
Better Survivability:
This is one of the only features that isn't 100% planned out yet but here is the break down.
Food possible changes:
food items will not stack but there effects will be increased(also based on farming level)
You can only carry so much food in your entire inventory.
There will be a warmth meter.
There will be a new thirst meter.
End
Well that's it for now I will post updates when ever i finish new aspects of the mod. Soon I will be accepting applications for closed in-Dev testing there will be 10 open spots and I will be using drop box to transfer files.
Once I feel that The overall progress has reached alpha There will be a closed alpha phase with an unlimited number of spots but possible requiring a donation of $1.00 or more to have access to it. To be clear when the mechanics of a mod is near completion I will upload an early alpha version of it on this thread for everyone. But bug fixes and new changes will be in the closed alpha until that specific mod is ready for full release.Donating $1 or more will give you access indefinitely. The donation idea is still in discussion and will depend on the overall feedback from the community and the amount of time I have to spend coding the mod. Thank you for reading this and have a great day!
Copy Right stuff TERMS AND CONDITIONS 0. USED TERMS MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities. MOJANG - Mojang AB Gundum584 - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code. USER - End user of the mod, person installing the mod.
1. LIABILITY THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
I have actually had this problem before when making an exp bottle on use the player would gain exp but if gained a normal xp orb it would reset to the previous. I have no idea what the problem was.I Fixed it by copying all the code from the default xp bottle and then just modifying it for what i needed it to do. I don't know if that would help you at all, but good luck figuring it out and sorry i couldn't be of more help
You would change dungeonspawnmanager and remove the "Extends generatedungeon" from the above example it is a piece of code from one of the mods im working on. Also it's why the class implements IWorldGenerator.
If I'm not mistaken, World Generators and Map Generators are quite different.
they are different but they do the same thing If you follow the tutorial it will spawn what ever you want in random locations in the world based on how you code it. i.e biomes, blocks underneath it, direction or what ever you want
You have to make a custom "event manager" in your main mod file.
this is how you create the variable
newVillageGen villagegenManager = new newVillageGen();
and you have to register it like this in
public void load(FMLInitializationEvent event) {
GameRegistry.registerWorldGenerator(eventmanager);//<<---add this line
}
now you need to make a newVillageGen Class. it should look like this
import java.util.Random;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.world.World;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenMinable;
import cpw.mods.fml.common.IWorldGenerator;public class DungeonSpawnManager extends generateDungeon implements IWorldGenerator
{
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
switch(world.provider.dimensionId)
{
case -1: generateNether(world, random, chunkX * 16, chunkZ * 16);
case 0: generateSurface(world, random, chunkX * 16, chunkZ * 16);
case 1: generateEnd(world, random, chunkX * 16, chunkZ * 16);
}
}
private void generateNether(World world, Random random, int x, int z)
{
}
private void generateEnd(World world, Random random, int x, int z)
{}
private void generateSurface(World world, Random random, int chunkX, int chunkZ)
{
int x = chunkX * 16 + random.nextInt(16);//get chords of chunck
int z = chunkZ * 16 + random.nextInt(16); get chords of chunck
BiomeGenBase biome = world.getBiomeGenForCoords(x, z);
x=x/16;//get exact chords
z=z/16;//get exact chords
int y = world.getHeightValue(x, z); get y chord
world.setBlock(x,y,z,152); //set a block at that location
}}
Fixed a game breaking(unbalancing bug) if you do not wish to be tempted to abuse the bug then download v 5.1. The bug is that the xp extractor does not check how much xp you actually have so it just gives you free bottles of xp minus an insulated bottle of course.
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LanguageRegistry.addName(word, "Lapis Lazulis Sword");
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Currently when I do :
Time goes up continuously even in to the 100,000 range. I have looked around the code and supposidly it's rande is 0-23999 which my evidence shows otherwise. Even if i restart the game the time is still really high unless i manually set the time to 0 to restart it.
This
Does return the correct value of the worlds total time.
My Fix is
and
Which gives a semi accurate number. But I don't like the fact that the getworld time returns 68,000.
Any help is appreciated
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edit k fixed it....
fixed it again should be good now...
and it broke again
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TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
Gundum584 - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
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0
0
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this is how you create the variable
newVillageGen villagegenManager = new newVillageGen();
and you have to register it like this in
public void load(FMLInitializationEvent event) {
GameRegistry.registerWorldGenerator(eventmanager);//<<---add this line
}
now you need to make a newVillageGen Class. it should look like this
It is the same thing as adding a custom building.
Here is a tutorial look at the world gen #5
http://www.minecraftforum.net/topic/2061465-164-minecraft-forge-modding-tutorial-synasonic-src-video-tutorials/
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