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Showing content with the highest reputation on 05/27/17 in all areas

  1. I had something similar happen before. what i did was before the rendering i added GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 15 * 16, 15 * 16); in your case it will be before the "renderAll()" call. and after the call i enable lighting again using GlStateManager.enableLighting(); I'm not sure if you have to have both disable lighting and set the light map texture coords or just one of them, try it and see if it helps.
    1 point
  2. If you're using the new @Config annotation-based system, a config GUI will automatically be created for you. If you're using the Configuration class and specifying the properties yourself, you need to create a class that implements IModGuiFactory and specify it in the guiFactory property of your @Mod annotation. In the IModGuiFactory#createConfigGui implementation, you need to create and return an instance of GuiConfig with the top-level IConfigElements. You can see an example of the new system here.
    1 point
  3. Which version of MC are you modding for? At the very least, 1.10 and above (and probably 1.9, as well), would require you do something like this: Block blockClicked = world.getBlockState(new BlockPos(x, y, z)).getBlock(); EDIT: On top of that, I would think that any method in Item that would give you the block clicked would give you the Block, or at least a BlockPos, not xyz coordinates.
    1 point
  4. World#getEntitiesWithinAABB returns a List<T>, where T is the class you pass as the first argument or any super class up to Entity. You can't cast a List<T> to T, you need to get an individual element from the list. This is basic Java knowledge.
    1 point
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