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GotoLink

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Everything posted by GotoLink

  1. You can world.scheduleBlockUpdate(args) , so yes.
  2. Extend EntityLivingBase or any subclass you want.
  3. Those are from 1.6. If EE3 doesn't have a source history, you'll have to undo the changes from github till all errors are fixed. Or work on 1.6.
  4. It is sometimes worth the time to ask properly. A config file is a file which has config option(s). Not much to explain, really.
  5. Register a IExtendedEntityProperties on player with EntityConstructionEvent. All data in it will be saved to server with saveNBTData. I would recommend using EntityJoinWorldEvent to send a packet from server to client, describing all variables at start, to sync client with the server. This would be a one time "description" packet. Now that the data is synced, you can read it the same on both sides with a player instance. player.getExtendedProperties(id)... Changing the values would require sending "change" packets to maintain sync.
  6. It would be better to have: public final static ResourceLocation icons = new ResourceLocation("overhaul","textures/gui/icons.png"); Isn't size argument a bit too small to spot ?
  7. There is no event for that (yet). If it is one of your block you are interested in, there are Block methods. If you want that check with a custom item, onBlockDestroyed in Item would work too. For all other cases, a coremod or TickHandler. Have a look here for my use case of a TickHandler: https://github.com/GotoLink/LevelUp/blob/master/TickHandler.java
  8. Default Gui texture is in Gui class as an obfuscated field. Use mc.renderEngine.func_110577_a(Gui.field_xxx);
  9. Use RenderGameOverlayEvent.Pre or RenderGameOverlayEvent.Post. Reset the texture after you have done your work.
  10. On client side, Minecraft.getMinecraft().thePlayer.
  11. This is because you are using a reference to your tileentity within the block. Prefer world.getBlockTileEntity(x,y,z);
  12. So, I should do the answers too ? -No -No -Yes (twice actually :'() -WTV -WTV -Probably, yes
  13. GotoLink replied to Lua's topic in Modder Support
    The easy solution would be to have three boxes for text, then you'll only have to Integer.parseInt(String) on the boxes. If you keep one box, Pattern pat = Pattern.compile("\\d+");//positive digit pattern Matcher mat = pat.matcher(string);//give your text while (mat.find()) { //mat.group() would give the current matching digit }
  14. An abstract Player is given by the IPacketHandler method, cast it to EntityPlayer.
  15. It depends on your definition of "creating another class", but the easiest way would be an internal Block subclass overriding the method i gave.
  16. Now for the stupid, but necessary, questions: -is your texture white ? -did you call addRenderer() from your proxy ? -did you register your entity ? -are you sure your model works ? (like, did it work in previous versions ?) -is your assets folder in mcp/src ? -is the texture path all lowercase ?
  17. I am afraid he is using only Block constructor, which means he probably uses 1 block id for each texture.
  18. The Entity, which is super of EntityFX, has a World only constructor. Provided your are registering and making them client-side, I don't see them likely to crash this way. Your custom spawners are worth investigating. I didn't know that...I suppose it makes sense since the registration is separated...
  19. So... @Override public boolean onBlockDestroyed(ItemStack stack, World world, int blockID, int x, int y, int z, EntityLivingBase entityLivingBase) { if (!world.isRemote) { if (blockID == Block.tallGrass.blockID) { world.spawnEntityInWorld(new EntityItem(world, x + 0.5D, y + 0.5D, z + 0.5D, new ItemStack(Item.seeds, 1, 0))); } } return true; } This "doesn't work" ?
  20. GotoLink replied to Moritz's topic in Modder Support
    Can't understand the issue. NBT is not supposed to change unless you changed it.
  21. Drop the obfuscated names and make sure your texture is in: assets/Reference.MOD_ID/textures/entity/kevin.png
  22. Use Block.blocksList[id], it gives a public instance of any block
  23. The only difference i see is between huf.killed and huf.tamed.
  24. Don't move anything into the bin folder. Ever.
  25. Oops, seems like onArmorTickUpdate(args) is only called on client side when the item is in the slot. Your code was really misleading. So, this else case would never be reached and your code would be better as: @Override public void onArmorTickUpdate(World world, EntityPlayer player, ItemStack itemStack) { if (itemStack.itemID == FuturologyCore.grapheneSuitChest.itemID) { player.capabilities.allowFlying = true; player.sendPlayerAbilities(); }else if(itemStack.itemID != FuturologyCore.grapheneSuitChest.itemID){ player.capabilities.allowFlying = false; player.capabilities.isFlying = false; } } You'll need a TickHandler to reset the values.

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