Everything posted by GotoLink
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		Alternatives to Tick handlers 
		
		You can world.scheduleBlockUpdate(args) , so yes.
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		Help! Custom mob w/Spawn Egg and Explaining the Config File?
		
		Extend EntityLivingBase or any subclass you want.
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		Following Pahimar's Let's Mod, having trouble
		
		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.
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		Help! Custom mob w/Spawn Egg and Explaining the Config File?
		
		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.
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		[SOLVED] Adding new Player-variable
		
		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.
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		Vanilla gui objects not showing up but my custom ones do
		
		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 ?
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		How to check if player destroyed block
		
		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
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		Vanilla gui objects not showing up but my custom ones do
		
		Default Gui texture is in Gui class as an obfuscated field. Use mc.renderEngine.func_110577_a(Gui.field_xxx);
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		Vanilla gui objects not showing up but my custom ones do
		
		Use RenderGameOverlayEvent.Pre or RenderGameOverlayEvent.Post. Reset the texture after you have done your work.
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		[SOLVED] Adding new Player-variable
		
		On client side, Minecraft.getMinecraft().thePlayer.
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		Reading NBT from a block instance's tile entity
		
		This is because you are using a reference to your tileentity within the block. Prefer world.getBlockTileEntity(x,y,z);
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		[1.6.2] Custom mob not rendering texture
		
		So, I should do the answers too ? -No -No -Yes (twice actually :'() -WTV -WTV -Probably, yes
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		Weird Question
		
		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 }
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		[SOLVED] Adding new Player-variable
		
		An abstract Player is given by the IPacketHandler method, cast it to EntityPlayer.
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		Bug with my Block
		
		It depends on your definition of "creating another class", but the easiest way would be an internal Block subclass overriding the method i gave.
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		[1.6.2] Custom mob not rendering texture
		
		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 ?
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		Bug with my Block
		
		I am afraid he is using only Block constructor, which means he probably uses 1 block id for each texture.
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		Crash at handleMobSpawn - Packet24MobSpawn
		
		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...
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		[solved] Need Help with onBlockDestroyed Method
		
		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" ?
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		NBT Bug.
		
		Can't understand the issue. NBT is not supposed to change unless you changed it.
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		[1.6.2] Custom mob not rendering texture
		
		Drop the obfuscated names and make sure your texture is in: assets/Reference.MOD_ID/textures/entity/kevin.png
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		[Solved] Opening a door through code
		
		Use Block.blocksList[id], it gives a public instance of any block
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		[1.6.2] activating an achievement WITHOUT modloader method
		
		The only difference i see is between huf.killed and huf.tamed.
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		Reobfuscation and recompile not working!
		
		Don't move anything into the bin folder. Ever.
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		Jetpack allows flying when it shouldn't
		
		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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