GotoLink
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Everything posted by GotoLink
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And you totally missed my point. Let me be as clear as i can: Modpacks=Bunch of mods=No added value compared to the mods themselves=Pointless Laucher/Installer/Patcher=Launch/Install/Patch=Added value=Not pointless (though the point can be dumb as you described) Their possible relationship is irrelevant.
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[RESOLVED] 1.7.10 - Open chest GUI or detect when opened
GotoLink replied to Blackout's topic in Modder Support
You cancelled the event so the chest container isn't open on server side. You'd need to use a IGuiHandler or GuiOpenEvent instead. -
In ContainerCrucible, you forgot to set "this.crucible.amountFilled" value in #detectAndSendChanges() and updating it in #addCraftingToCrafters(Icrafting)
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In 1.7, yes. In 1.6 they did the ID resolution for you, so you would have a good reason to use them. That is completely wrong. Modpacks never had that type of code. They never had any code at all. And if you think about config files, sharing those never required packing the mods with them...nor does it require uploading anything, since they are simple text files shareable with a single copy/paste on any forum. The idea itself of modpacks is purely pointless. Some people simply made it a trend for their own personal gain.
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Eclipse would pre-compile and tell you this stuff doesn't work. Archives are stuff that are too old to work in the present times. You realize you read a tutorial from an archive ? Go see the forge wiki.
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Dude modpacks are useless. Just install the mods. They should have updated to 1.7 by now. By the way, in 1.6.4, you could let Forge decide what id to use with Configuration#getBlock and Configuration#getItem.
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You should extend BlockSlab and override the stack method.
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You can store your village collection in your event handler.
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Basic Java. Numbers are not valid names. There is no point in keeping unused parameters. You are also using setCreativeTab(...) twice. I recommend you extend ItemFood, and find the vanilla foods for practical example.
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You can change World#mapStorage values with world or chunk events. There is no need for a coremod in this case.
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[Unresolved] IItem Renderer only works for 1 Block
GotoLink replied to Kimpton's topic in Modder Support
Dude, you can't register a tile entity class more than once. Having it in this loop is pointless. Registering more than one block when you have a tileentity is also horribly redundant. Either register one block with its tileentity, or register your bunch of blocks with no tileentity. You also failed to understand that "KimptonCore.allLarge" can only contain one block instance, not all of the blocks you made. -
[Unresolved] IItem Renderer only works for 1 Block
GotoLink replied to Kimpton's topic in Modder Support
Look at what GameRegistry.registerTileEntity(Class, String) do. -
[1.7.2] Block.blocksList [Update 1.6.4->1.7.2] Question
GotoLink replied to darthvader45's topic in Modder Support
For changing the block model, you could suggest the forge team to add Block#setRenderId(int) to go with Block#getRenderId(). This way you'd use the setter on the blocks instances you want to change. -
[1.7.2] [SOLVED!] Arrow not rendering correctly while flying
GotoLink replied to Metalbot1's topic in Modder Support
Remove the stuff you copied from EntityArrow. -
[1.7.2]Packet Handler Illegal State Exception
GotoLink replied to Democretes's topic in Modder Support
That bug is from Forge. Your version is simply too old. -
There is no need to replace the pumpkin item to add a throwing action. Actually there is no need to replace any item for any reason. In your case, you could use an item Event (look on the wiki if you don't know about those), cancel the eating, and add the throw. You could also make a custom key handler to send packets to the server and throw the held stuff.
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https://github.com/MinecraftForge/ForgeGradle/issues/103
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super.breakBlock(world, x, y, z, par5, par6); That removes the tile entity. Call it after you are done.
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[Solved]Struggling with world.setBlock changes not preserved
GotoLink replied to lido666's topic in Modder Support
Don't use Minecraft class, use the given event instance. -
3rd line: Referenced Libraries
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[1.7.2]Forge now has config ("options") GUI functionality
GotoLink replied to jabelar's topic in Modder Support
Check the FML github. IModGuiFactory was published 6 months ago. GuiConfig and ConfigChangedEvent are utilities, they are not needed for a configuration screen to work. I am not saying that new stuff is useless, it is some good work indeed. But you could have made your own gui instead of waiting. -
[1.7.2]Forge now has config ("options") GUI functionality
GotoLink replied to jabelar's topic in Modder Support
You could make a configuration GUI 4 months ago. The new code is utility stuff. Well it is never too late to start showing interest. -
Your method doesn't exist. Change to itemDropped with its correct signature.