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Christian Lewis

Vintarian
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About Christian Lewis

  • Birthday October 30

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  1. I am currently making something similar to this concept, but i haven't thought of adding lives yet. It uses a mood system on a per player basis, and has a API key with system instructions to send to it, and based on the AI's response (along with custom commands it sends back) will effect the player and their world. I don't exactly have alters yet (it would be hard to train an AI to judge alters) but it can take sacrifices and based on those, do certain actions. But i think adding a way to add lives would be a great addition to a kind of prayer mod, and i might consider adding it to mine too! I was then struck by 27 lightning bolts
  2. I'm making a code mod, and one of the commands will be to summon lightning. Any ideas on how to summon lighting on a position? (I know lighting is a lot more dynamic in this game than lets say a certain popular block game, where it's just an entity. Ill be looking through the source code, but if anyone has a answer it would be much appreciated.)
  3. Fixed: stack was being considered as already picked up, as it wasnt a copy of the item in hand, it was the item held in hand, so the game basically though what was in my hand was on the ground, and it wouldn't be recognized as a pickupable itemstack. This is easily fixed by doing stack.SetFrom(byPlayer.InventoryManager.ActiveHotbarSlot.Itemstack); instead of setting it equal to it.
  4. ItemStack stack = new ItemStack(); stack = byPlayer.InventoryManager.ActiveHotbarSlot.Itemstack; EntityItem item =(EntityItem) sapi.World.SpawnItemEntity(stack, byPlayer.Entity.Pos.XYZ.Add(0, 1, 0)); This creates a copy of whatever is in the player's hand, but once spawned in, it's un-collectable until server restart (after server restart, it returns to normal). I checked .canCollect() and it returns false. Thank you for any help to make this entity collectable. Edit: also tested without making the entity a EntityItem forcefully, still doesn't work
  5. I have built a base, and for the first few days (around 6 - 7) Never had any problems with Temporal stability. But now, during the night, Temporal Stability is slowly decreasing. There's now temporal storm, or a rift above my base (Rift activity is at low to calm for the area), and I am still losing Temporal Stability. Any recommendations on how to fix this? I know Temporally unstable regions exist, and they spawn at world gen, but this has been about 7 days since then, and I have gotten no signs of my base's region being temporally unstable. If anyone has any idea why this is happening, please post it here! I really don't want to move bases any time soon
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