10-19-2012, 03:36 PM
10-20-2012, 04:00 AM
(10-19-2012, 04:11 PM)STR_Warrior Wrote: [ -> ]Maybe can you implent the other mobs yourself
Done.:P
Added: Blaze, Magma Cube, Mooshroom, Ocelot, Villager.
New link: https://dl.dropbox.com/u/21041937/MobsAndEggs.patch
10-20-2012, 04:32 AM
Great job! Patch committed as rev 979.
Say, why aren't you contributing more? You certainly do have the knowledge necessary, and we could really use the help.
Added spring finisher to the list of tasks.
Say, why aren't you contributing more? You certainly do have the knowledge necessary, and we could really use the help.
Added spring finisher to the list of tasks.
10-20-2012, 06:33 AM
Is it me or do the zombies created by egg not attack you ?
I spawned a load but they just walk around..
I spawned a load but they just walk around..
10-20-2012, 06:37 AM
I'll look into the source tomorrow and see if there's something more I can do.


(10-20-2012, 06:33 AM)ThuGie Wrote: [ -> ]Is it me or do the zombies created by egg not attack you ?You are probably in creative mode.
I spawned a load but they just walk around..

10-22-2012, 05:28 AM
(10-20-2012, 06:37 AM)Luksor Wrote: [ -> ]I'll look into the source tomorrow and see if there's something more I can do.
(10-20-2012, 06:33 AM)ThuGie Wrote: [ -> ]Is it me or do the zombies created by egg not attack you ?You are probably in creative mode.
I spawned a load but they just walk around..
Hey,
I was not in creative mode.
I was in survival else i cant see if they hurt me or not.
They just walk around doing nothing :p.
But when i dont use eggs and just set time to night and wait for them to spawn they do attack.
10-22-2012, 05:33 AM
Hanfer,
thanks for the effort. I integrated the patch as rev 997, although I think it could use some refinement - some of the items have their own separate itemhandlers, so it would make sense to put the stack count there, instead of the generic case. Because if later someone is searching for the stack counts for a specific item, they won't be looking in the generic class, but in the specific descendants.
Also, you're using tabs in your patch to align things into columns. That's not a good idea, because anyone can have any tab size, therefore breaking the columns. Use tab for indentation and spaces for alignment into columns.
thanks for the effort. I integrated the patch as rev 997, although I think it could use some refinement - some of the items have their own separate itemhandlers, so it would make sense to put the stack count there, instead of the generic case. Because if later someone is searching for the stack counts for a specific item, they won't be looking in the generic class, but in the specific descendants.
Also, you're using tabs in your patch to align things into columns. That's not a good idea, because anyone can have any tab size, therefore breaking the columns. Use tab for indentation and spaces for alignment into columns.
10-22-2012, 06:47 AM
erff havent worked on a cooperate project for a while and forgot about space/tab issues
i will create a fixed version with stack counts in specific item classes....
i will create a fixed version with stack counts in specific item classes....
10-23-2012, 03:43 AM
(07-02-2012, 04:29 AM)xoft Wrote: [ -> ]- vine decay - vines should disappear when their supporting block is destroyed. Similar code is already used for destroying cacti and ladders in cChunk::CheckBlocks()Done!
DL: http://puu.sh/1hyUG
Bug: You can place Vines on nonsolid blocks. I have no idea how to check this.