Everything posted by GotoLink
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Making a special recipe
Since you want the player's name, you'll need a crafting handler. It would be really easy for Thaumcraft to call the crafting hook (ICraftingHandler) from Forge, bug the author about it if it isn't already doing that.
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location aware block-break-speed / hardness through event?
You don't need a coremod You can raytrace, of course, but you can also: EntityPlayerMP#theItemInWorldManager would give all the information you want on the currently damaged block by corresponding player.
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Removing blocks from game
Stay on server side if it affects the world: if(!world.isRemote) As for block overriding, once again, it isn't good to do so. If you want to change how a block "do things" different, there are other ways. I can't be more specific without you telling what you want to change.
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Making a special recipe
If Thaumcraft recipes are the same as vanilla...what is the question again ? You don't know how to use NBT ?
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Help with Smelting Recipe
You can't register that recipe. You'll have to register an ICraftingHandler for that. Set the minimum result (5) in your recipe, then in onSmelting(EntityPlayer player, ItemStack result) check the result for corresponding item, and add to its stackSize a new Random().nextInt(5). By the way: ((10 - 5) + 1) = 6
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Removing blocks from game
No. Removing a block is raping the game. Why would you do that anyway ? It isn't like you need to remove Mojang things in order for yours to work. Quite the opposite actually.
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Help with Smelting Recipe
Vanilla furnace recipes are unique. If you use an item that another mod has already a furnace recipe for, you'll remove it. I'd recommend making a different furnace with such recipes.
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[Solved]Problem with unsaving ItemBlock's NBT
Well...you don't do anything when someone breaks the block.
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More mob questions
EntityLivingBase#onDeath(DamageSource) You put it into your mob class. That is called overriding the method, look it up in some Java course.
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Getting the subtype amount for itemstacks
There is no obvious way to get something like this. That value isn't run nor store anywhere. I'd go with using on a new list: Item#getSubItems(int,CreativeTabs,List) then get the list size.
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Assistance with non-coremod reflection
ChunkProviderEnd.class You can get it directly, it is public. There is no structure generation in the End, so you might as well do it the old fashioned way, using IWorldGenerator.
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No blocks showing up?
Fix your mod load order. Every block and item should be registered in PreInit.
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the armor hasn't a skin
The texture path, obviously.
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Mob / Entity questions
1/LivingDeathEvent or EntityLivingBase#onDeath(DamageSource) 2/World#spawnEntityInWorld(Entity) 3/Entity.ticksExisted is an already existing countdown that you can use in Entity#onUpdate() 4/Entity#onInteractFirst for the right click 5/EntityLiving#targetTasks#addTask(int, EntityAI)
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Mob spawning conditions. [SOLVED]
Well obsidian is pretty rare...only appears naturally when water and lava collide. You may have found the IBlockAccess#getBlockMaterial(int,int,int) method.
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Custom Fluid Help
You can't override a static method. Most likely, that method exists and isn't static in the first place.
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Some suggestions to make Gradle usable
1)You can already look at minecraft and forge sources with setupDecompWorkspace. 2)This has nothing to do with gradle. There is nothing preventing someone to manage multiple projects in on workspace.
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Custom Map for Custom World Type?
That is called a world save. It is located into the saves folder. You can copy, rename and distribute it any number of time. By the way, the entire world can't be maped at its creation. The main part of Minecraft is procedural terrain generation.
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registerGlobalEntityID vs registerModEntity
Due to an integer overflow error that Mojang won't fix, the globalEntityID has a very limited range of values. Which is why findGlobalUniqueEntityID was implemented (by ModLoader i presume?) to avoid conflict between such IDs. registerModEntity is implemented by Forge to deal with both issues at once. With this you don't need to care about conflicting id, as it uses internal id, and each mod has 256 of them, thus not very "limited". As a bonus, you also have more control over tracking range and such. In conclusion: Use registerModEntity. It is a lot better.
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Tricky set-up for Mac OS X (>=1.8) with JDK 1.7
You can add new pages to the wiki.
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ITickHandler dont work? ...
The methods an interface defines are most of the time here for a reason. It should have been pretty obvious by looking at TickType javadoc.
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[Solved]
@Override public int damageDropped(int meta) { return meta; } @Override public int idDropped(int meta, Random random, int fortune) { return theOtherBlock.blockID; }
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So Simple and so Hard ... setWeather
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NPE on Entity Construction
Remove the getEntity() method. It is 100% useless. Use the entity instance that is given to you by the event.
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Strange Biome Generation
You have two of FMLInitializationEvent. It is highly unlikely going to work.
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