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Whov

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  1. Go with hugo_the_dwarf way. It's definitely the way to go
  2. IBSRh is the ISimpleBlockRenderingHandler you are using. What about making your texture transparent (using paint.net you can set the transparency as you want)?
  3. Sorry. I meant what does "saying it cant find distx,y and z." mean? Could you show the errors?
  4. AAhh, like worldgen of dungeons or caves.. Try looking at vanilla code: to me a cave seems quite a good example (random and complex enough). Nether fortress might be another option.
  5. What does "can't find" mean? Where? Outside that loop of course not. Still studying Java perhaps?
  6. Wait a sec, not all guis need a container. GuiContainer does need a container, but GuiScreen doesn't (at least not always?). In my gui handler I return (client side) the guis, and server side the container only if needed. BTW, where is ProcessorGui? I can't find it in your code.. Also, there's no way that, at onBlockActivated, player or world are null idk.
  7. You could try looking at the Universal Electricity API (used, for example, by MFFS) for a speed up that grants you some compatibility, but you won't cut it in one night for sure. (youtube)
  8. Noob question: what are those? Never heard of those and google isn't helping..
  9. It depends mostly on what you wanna do. I had 7 blocks that are used for building only and I don't need to tell which one's which, only the texture differs. So, I just made 7 textures and instantiated the same class 7 times with different setBlockTextureName names. An example of your blocks is required for further help I think
  10. canPlaceBlockAt should auto detect if allowed to be planted
  11. Could you show code if the above still doesn't help?
  12. I agree: would you believe that this public boolean onBlockActivated(World p_149727_1_, int p_149727_2_, int p_149727_3_, int p_149727_4_, EntityPlayer p_149727_5_, int p_149727_6_, float p_149727_7_, float p_149727_8_, float p_149727_9_) { return p_149727_1_.isRemote ? true : ItemLead.func_150909_a(p_149727_5_, p_149727_1_, p_149727_2_, p_149727_3_, p_149727_4_); } belongs to blockFence? I have never tried to right click a fence, but what the heck is that???
  13. A gui like inventory slots or just buttons and such? If you want the container too try this, otherwise you can do 2 things: install codechicken core (an API that has a bunch of useful stuff for mod developers) and follow this tutorial or not do that and try this one. I would choose the first because you won't need a custom packet system to handle buttons, (almost) everything is handled behind the scenes by codechicken core and you can instantly edit behaviour on key press, mouse scroll, button pressed and such just by overriding a method. Besides, I would choose that because I wrote the tutorial
  14. Make your block implement ITileEntityProvider and return your tile entity in the new method. In getIcon (look in Block.class for the version that takes x, y, z as arguments) use ((YourTile) world.getTileEntity(x, y, z)).field .. For further help wiki
  15. Try to figure out where (client side) those items are added and don't add them anymore (because server seems fine, right? They are actually not there (=>client-only) and not needed (=>fine))
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