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GotoLink

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Everything posted by GotoLink

  1. I said classes,not methods.
  2. That is up to NEI author to decide which value is written here, and what it represents. You shouldn't assume it is a vanilla value, unless it is an Item damage value, which are different from Block.
  3. So you don't render it into the inventory. This is probably the reason of your issue. So, remove @Override public int getRenderType() { return -1; or use a custom renderer.
  4. I would not say it is extending the damage values. They are not related if you don't want to.
  5. A TileEntity NBTcompound can save and load most data used in programming, boolean, short, long, int... Then whatever your data is, you can access it like any field in any class. Direct reference (with an instance of the object if not static) or getters.
  6. Yes. Search for class(es) with "recipe" contained in the name.
  7. You have to put necessary data with the NBT methods.
  8. Then show your rendering code please...
  9. Gui is for the client to show something, Container is for the server to handle inventory. Let's say it is completely different in every aspect.
  10. Well first, delete the GuiHandler class. You already made it in the proxies. Then register the proxy. Finally, getServerGuiElement(args) should return a Container, not a GUI.
  11. He is already doing that, tabNoctusRealm is an internal class of NoctusRealm class.
  12. Then you have to check for server side.
  13. Man, if you have 6 mods doing the same thing, why not merging them together ? It would get rid of this issue and be more efficient.
  14. You have to register the entire class, so it could be: MinecraftForge.EVENT_BUS.register(new ItemKatana()); But you'd better create a new class containing all event you need, instead of putting into your item class. public class MyEventHandler() { @ForgeSubscribe *first event @ForgeSuscribe *second event etc } then MinecraftForge.EVENT_BUS.register(new MyEventHandler());
  15. Of course you can, it is a setter. Just put public final static CreativeTabs...
  16. At line 33 of RSM.class: config_Main.init(file); But file is not initialized anywhere...
  17. Correct icons in world, but not in inventory... How do you render in the inventory ? You have @Override public int getRenderType() { return -1; } you have a custom renderer, right ?
  18. Man, this is a forum, anyone can chose to answer or not. progress = 0; ItemStack par1 = new ItemStack(Item.diamond, 1); modulStack[0] = null; modulStack[0] = par1.copy(); can't you just do instead: setInventorySlotContents(0, new ItemStack(Item.diamond));
  19. As for events, set the priority to LOWEST, and yours will run last. You could choose the Post.DecorateBiomeEvent is think...
  20. Then you can put [solved] on the topic tittle and lock.
  21. You can store a boolean for the key pressed. public boolean alreadyPressed = false; *in your method* if(!alreadyPressed) { *cancel event } else { *uncancel event* }
  22. Sorry I don't know enough to help you on that part, but i may say you can safely import the whole content of the libraries folder.
  23. You should use: par2World.playSoundAtEntity(par3EntityPlayer, ModInfo.ID.toLowerCase() + ":" + "cardeffect", 1.0f, 1.0f);
  24. Yes, from 1.6.2 onward, Mojang replaced Minecraft.jar with <mcversion>.jar. The files you are looking for are in the libraries folder. Obviously the guide is a bit outdated, but you can still work it out with a little search ?
  25. No, each block is rendered first then comes the tile entities. Doing both may induce rendering glitch. (or at worst, crash with "Already tessellating"/"Not tessellating") You can use this mechanism to render partly block / partly tile entity, if you are careful enough.
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