Everything posted by GotoLink
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Custom Dragon[Solved]
You know, the fastest way to "duplicate" a class...is to use it. I don't mean copying the code here. [spoiler=Hint] extends
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WorldGen requirements
"Hell" is the biome. I'd suggest to generate in the Nether (the dimension) with this check: world.provider.dimensionId==-1 Because you don't know if someone uses the "Hell" biome in its world or not. Of course, you can do both checks, if you also want to be biome-specific.
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Creating core mod [Solved]
Usually, you should use "searge names" to avoid the issue Tiedye is pointing at.
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Custom Plant Generation[Solved]
Plants are blocks too, so it all comes down to : Do you know how to use ? World#setBlock(lots_of_ints_here) and IWorldGenerator
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Forge Event for blocking mob spawners from spawning
Well, searching for your block next to the event entity and decide whether to cancel or not ?
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[solved]Add text to inventory item tooltip?
There is an ItemTooltipEvent now, you might want to use that.
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Change an entity's UUID
Why would you want to change that ? This is going to destroy Forge compatibility with vanilla, you know.
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Problem with reed-like block
Show us the entire class, the problem isn't here.
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[1.6.x] Mob creation failure
What is the problem ? Show us your new model if there is a problem with it.
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Custom Bow FOV Zoom
No. Those are in ItemBow.
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[1.6.4] Properly registering mobs (LivingEntityBase-derived entities)
No, all this is not needed. This is the only line you need to register an entity. EntityRegistry.registerModEntity(EntityMyMob.class, mobUntranslatedName, mobInternalID, this, trackingRange, updateFrequency, true); Note: If you absolutely want the "vanilla" spawn egg (meaning you can cope with its flaws), do instead EntityRegistry.registerGlobalEntityID(EntityMyMob.class, mobUntranslatedName, id, backgroundEggColour, foregroundEggColour); This is the only line you need to register a renderer. RenderingRegistry.registerEntityRenderingHandler(EntityMyMob.class, new RenderMyMob());
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Custom Dragon[Solved]
I guess using EntityDragon, EntityDragonPart and RenderDragon would be too easy...
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[1.6.4] Display some values of the TileEntity in the GUI
packet.channel == ModInformation.CHANNEL + "S" This doesn't work because String are immutable, use #equals(obj). worldObj.markBlockForUpdate(xCoord, yCoord, zCoord); worldObj.markBlockForRenderUpdate(xCoord, yCoord, zCoord); worldObj.notifyBlockChange(xCoord, yCoord, zCoord, BlockInfo.CODELOCKBLOCK_ID); updateEntity(); syncWithGUI(); You are going overboard. Choose one method and stick with it.
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Ticking Screen Error - Exception in Server tick loop
Pixelmon mod expected a number, but it received nothing. Might be an error with a configuration file. Look at that, then ask the author if needed.
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Involved World Generation Question
The problem is the number of blocks, and the type of said blocks. TNT is not meant to exist in huge numbers in the entire world. Sure, that is "only" 256 blocks per chunk. But you generate roughly 200 chunks on world creation. 50.000 tnt blocks. Even if you allocate more memory to the JVM, it is unlikely to be stable at all. Pick another block, you'll see the difference.
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[1.6.4]Tile entities not working at all?
You need to register your tile entity and give it a default constructor.
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Problem with reed-like block
Well...return true when the given block id (the method only argument) is a good block to plant on, return false otherwise ? Isn't that already explained in the method javadoc ?
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[1.6.x] Mob creation failure
You can remove all the methods in RenderBasicSith class except for @Override protected ResourceLocation getEntityTexture(Entity entity) { return new ResourceLocation("seroemod:textures/mobs/test.png"); } I don't know who "teaches" that shit, but he should learn Java beforehand.
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A Little Help With 1.6.4 Preload Textures + Armor Textures please? :)
The Item class has a forge hook for it. Look at getArmorTexture(args).
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Involved World Generation Question
Indeed, this is a very dumb way to test this class. Spawning an entire sky of tnt blocks ? what were you thinking... But this is a good way to start with world generation. Then you could make custom biomes and then, custom dimensions or world type.
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[1.6.4] Fireworks causing ConcurrentModification
You might want to try to spawn it away from the player.
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Problem with reed-like block
The only step you needed was extends BlockFlower and override canThisPlantGrowOnThisBlockID(int).
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Help with ProxyInjector Error
Yeah, you didn't understand why, but you fixed it, that is good Here is a simple explanation, if you are curious: @SidedProxy is an annotation made to initialize the field below it. Meaning, the client does public static CommonProxy proxy = new ClientProxy();//from clientSide = "assets.bluestone.ClientProxy" while server does public static CommonProxy proxy = new CommonProxy();//from serverSide = "assets.bluestone.CommonProxy" But if there is no field below... *void* = new CommonProxy();//Java says: Me...crash. By the way, when you do: public static CommonProxy proxy; You are not calling the class, you are declaring a field (static here, which means first loaded and auto initialized to a default value)
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Equivalent of Thread.sleep() that won't upset minecraft.
The vanilla AI simply stops executing the AI task and restart it when conditions are good. You can do it too.
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Is there a simple method for creating my own villager?
The VillagerRegistry ? I didn't see any changes on 1.6.
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