Everything posted by GotoLink
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Getting item's recipe
I said classes,not methods.
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Extended metadata with TileEntity
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.
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Issues with texturing the ItemBlock for my meta Tile Entity
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.
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Extended metadata with TileEntity
I would not say it is extending the damage values. They are not related if you don't want to.
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Extended metadata with TileEntity
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.
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Getting item's recipe
Yes. Search for class(es) with "recipe" contained in the name.
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Extended metadata with TileEntity
You have to put necessary data with the NBT methods.
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Issues with texturing the ItemBlock for my meta Tile Entity
Then show your rendering code please...
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[SOLVED][1.6.2] Custom GUI with textfield and Button
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.
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[SOLVED][1.6.2] Custom GUI with textfield and Button
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.
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Setting Creative Tab
He is already doing that, tabNoctusRealm is an internal class of NoctusRealm class.
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Machine Bug
Then you have to check for server side.
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(SOLVED)Mob Names / Language Registry
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.
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Calling a swing?
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());
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Setting Creative Tab
Of course you can, it is a setter. Just put public final static CreativeTabs...
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Game crash with config initilised.
At line 33 of RSM.class: config_Main.init(file); But file is not initialized anywhere...
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Issues with texturing the ItemBlock for my meta Tile Entity
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 ?
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Machine Bug
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));
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Generating massive pre-made structures
As for events, set the priority to LOWEST, and yours will run last. You could choose the Post.DecorateBiomeEvent is think...
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[1.6.2] Play sound on right click
Then you can put [solved] on the topic tittle and lock.
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Remove Name Tag Mod
You can store a boolean for the key pressed. public boolean alreadyPressed = false; *in your method* if(!alreadyPressed) { *cancel event } else { *uncancel event* }
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IntelliJ guide seems to be wrong
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.
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[1.6.2] Play sound on right click
You should use: par2World.playSoundAtEntity(par3EntityPlayer, ModInfo.ID.toLowerCase() + ":" + "cardeffect", 1.0f, 1.0f);
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IntelliJ guide seems to be wrong
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 ?
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Rendering Tileentities in inventory/as block items
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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