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Showing content with the highest reputation on 05/23/19 in all areas

  1. Look very closely at the path in your renderer and the path on disk.
    1 point
  2. I mean, the only way without a custom IRecipe implementation is to reload the recipes in the event and use conditional recipes, but don't ever do that, that is a horrible idea. Either use a custom IRecipe implementation and or create multiple recipes with the whole conditional recipe system(there are config conditions I believe) but then the game needs to be reloaded in order for your changes to take effect.
    1 point
  3. // Line 37 to line 39 private ItemStackHandler inputStackHandler = new ItemStackHandler(TE_INPUT_SLOT_COUNT) { @Override protected void onContentsChanged(int slot) { super.onContentsChanged(slot); markDirty(); } }; private ItemStackHandler inventoryStackHandler = new ItemStackHandler(TE_INVENTORY_SLOT_COUNT) { @Override protected void onContentsChanged(int slot) { super.onContentsChanged(slot); markDirty(); } }; private ItemStackHandler outputStackHandler = new ItemStackHandler(TE_OUTPUT_SLOT_COUNT) { @Override protected void onContentsChanged(int slot) { super.onContentsChanged(slot); markDirty(); } }; This should do it. At least I hope it does.
    1 point
  4. No, we make mods because we like to program and we have ideas we want to implement in the game. Not for money or popularity, although we won't mind if we get revenue for it.
    1 point
  5. Hi All I'd like to ask for some help from you experienced modders out there. I'm putting together a sample code project to give simple working examples of the important concepts in Minecraft and Forge, to show new modders how the key parts are put together and give them a base to start experimenting from. I have made a modest start (https://github.com/TheGreyGhost/MinecraftByExample) and I'd like to make it much more comprehensive, so I am hoping some of you will help out. What I'm looking for: - ideas for topics / samples - pointers to good examples which already exist in other projects - snippets of self-contained code to illustrate a key concept. - feedback The key features of the samples are that * they must be self-contained, a handful of short classes at most * must be well documented in the source code itself * they must be simple and readable; clarity is much more than important than flexibility, extensibility, or "efficiency" FYI currently I'm planning on adding the following topics over time. It's a long list and half of it I've got no idea about, so it's going to take forever without help... Blocks - simple block modelling more-complicated block modelling blocks with properties / metadata block with display tick block with scheduled update animated texture Items - simple item item with sub-types item with NBT how to control rendering in the different views (1st person, 3rd person, inventory, etc) Recipes variety of recipe types TileEntity simple tile entity with NBT, no renderer simple TileEntitySpecialRenderer Containers furnace-like chest-like Entities basic entity that can be spawned and disappears after a certain time missile entity entity rendering / techne -based / animation entity with basic AI EntityFX simple effect generator Events show some events on different busses GUI customise the standard HUD render elements (crosshairs, etc) create a custom GUI Terrain generation Generate a new dimension Miscellaneous best practice error logging (I could sure use some help on that one!) Thoughts, feedback, suggestions very welcome... -TGG
    1 point
  6. Just like you put maxDamage, maxDamage, maxDamage, I suggest you learn Java, learn Java, learn Java.
    1 point
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