Everything posted by GotoLink
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How to use AccessTransformer in Forge 10.x
The manifest should point to your IFMLLoadingPlugin implementation. This interface changed recently with a new direct getter for the access transformer class. Given the way AccessTransformer is written, it is meant to point at the file passed through its constructor. Thus you only need to do that. IClassTransformer implementations are still loaded the same as before.
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[1.7.2] .jar Mod Crashes
Something is wrong with your jar. Check it for missing classes and/or wrong packages.
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gradlew tries to download forgeSrc from minecraft.net
Did you change build.gradle ? It looks like dependencies are wrong.
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[1.7.2] Custom Bow Render
You should extends ItemBow and EntityArrow.
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[1.7.2]Find Player's spawn point instead of the global one
@Override public void func_150895_a(Item par1, CreativeTabs par2CreativeTabs, List par3List) { for (int x = 0; x < 2; x++) { par3List.add(new ItemStack(this, 1, x)); } I shouldn't have to explain why you have two items in creative inventory.
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[1.7.2] An example please?
Have a look at my github repository, some of my mods are updated.
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How to toggle off a function on unequip
Worst key handler ever. It doesn't do anything. Move the night vision code into the key handler. Check that the player is wearing the helmet before doing anything. Eventually send packets if effect should be server side.
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2 Mods in 1 Workspace?
@Instance public static SimpleMachines instance; Missing the modid in the annotation.
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[1.5.2]Mob following Player by RightClick
Look at the EntityWolf interaction code.
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[1.5.2]Mob following Player by RightClick
Since you are using the tamed flag, you can use it to check if you already used an apple on the mob.
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[1.7.2] Use Vanilla Item?
You can't compare ItemStack instances this way. Use the comparators defined within the ItemStack class.
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[1.5.2]A mod tried to open a gui on the server without being a network mod
You didn't realize this is wrong ? If you make a server only mod, it isn't supposed to have a client part at all. Doesn't make sense to me. Your "Server Mod Only" actually works like a Universal mod, and thus you don't need a "Client Mod Only", since you can merge it in the first one. If "put on client mod" means installing it, you can't do that. It isn't possible to download and install a mod without restarting the game.
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[1.7.2] Unable to find any way to install forge on IntelliJ IDEA 13.0
Man, stop the whining. You are obviously the only one failing to follow the instructions. Start again and try to find where you missed it.
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Opening a GUI when a player spawns
LivingSpawnEvent isn't posted for players. Try the PlayerLoggedInEvent ?
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[1.7.2 texturing items
Both didn't change.
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[1.6.4]Problem with NBT, TEs and onItemUse
There is a simple way to read the NBT tags from any tileentity, have an example: NBTTagCompound tags = new NBTTagCompound(); tileentity.writeToNBT(tags); System.out.println(tags);//debug here You can also use readFromNBT to actually change some data within the tileentity, but it isn't recommended.
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[Solved] [1.7.2] Adding a new Ore
Dude, register the block in FMLPreInit stage. This is standard since 1.5 at least.
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Testing an ore genereator?
System.out.println(some-useful-information-here) or breakpoints.
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[1.6.4] Rendering the Overworld
I hope your teleportation code isn't in a client side only class. You should look into the ender pearl code, it is pretty straight forward.
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[1.6.4]How to make an item renderer use vanilla hex colour codes
You might want to use ItemRenderer.renderItemIn2D
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Item.itemsList in 1.7.2
You can use the GameData.itemRegistry, if you are afraid of using the other one.
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Add an item's spawn damage value
Simply add the right itemstack to the subitems list for the creative menu. Put the right itemstack in generated chest. Put the right itemstack in the crafting recipe. That is why all those use ItemStack instead of Item. There is no item default damage, that is the ItemStack's.
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Item's onUpdate method & Containers
I guess so... You could use the GuiOpenEvent to perform the item timer catch up a bit sooner. Or if it is something extremely important, use the loaded tile entities list in world, with a world tick, to "tick" their content yourself.
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Item's onUpdate method & Containers
You could compare with the world time. The item timer would catch up to the real value as soon as you take it from the chest, and gets destroyed/unusable/whatever.
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[1.7.2] Addin AI behaviour to existing mobs
You can use the LivingSpawnEvent to check for EntitySheep and add to its task list your AI tasks.
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