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cubex2

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Everything posted by cubex2

  1. Hey, I'm trying to have an item rendered as a combination of two models. Everything works so far but the item is scaled and rotated wrong: Part of the ClientProxy: IModel: SmartItemModel: ModelLoader Is there anything I'm missing or did wrong?
  2. Alright, it works this way. Thanks!
  3. I already use normal properties for different variants. Can I have more than 16 different states this way?
  4. Hey, is it possible to accomplish a block that can face different directions, like a furnace, without using a lot of model files? The direction is stored in a tile entity which means I have to use an unlisted property. I basically search something like the "y" attribute in block state files.
  5. This seems to happen to vanilla creatures as well. Pushing them away a couple times fixes it but that's no solution as my entity will be uncollidable.
  6. I removed the global ID. Still doesn't work.
  7. The packet is not important. I could replace that with a simple println. The problem is interactFirst isn't even called. I also noticed that the raytrace goes right through the entity.
  8. I have a custom entity that opens a gui when the player right clicks on it. This works all fine but if you try to right click it again after the player died, you can't click the entity anymore. If you reopen the world, it works again. I'm I doing something wrong? int entityId = EntityRegistry.findGlobalUniqueEntityId(); EntityRegistry.registerGlobalEntityID(EntityCorpse.class, "Corpse", entityId, 2342, 3246); EntityRegistry.registerModEntity(EntityCorpse.class, "Corpse", entityId, PXYMain.instance, 64, 1, true); public class EntityCorpse extends EntityLivingBase { public InventoryCorpse inventory = new InventoryCorpse(); public EntityCorpse(World world) { super(world); setHealth(getMaxHealth()); this.setSize(0.9F, 2F); } @Override public void readEntityFromNBT(NBTTagCompound nbt) { super.readEntityFromNBT(nbt); inventory.readFromNBT(nbt); } @Override public ItemStack getHeldItem() { return null; } @Override public ItemStack getEquipmentInSlot(int p_71124_1_) { return null; } @Override public void setCurrentItemOrArmor(int p_70062_1_, ItemStack p_70062_2_) { } @Override public ItemStack[] getLastActiveItems() { return new ItemStack[0]; } @Override public void writeEntityToNBT(NBTTagCompound nbt) { super.writeEntityToNBT(nbt); inventory.writeToNBT(nbt); } @Override public boolean interactFirst(EntityPlayer player) { if (!player.worldObj.isRemote) { new PacketOpenCorpseGuiServer.Handler().handleMessage(new PacketOpenCorpseGuiServer(this), (EntityPlayerMP) player); } return true; } }
  9. Didn't get the idea to increase the stack size... thanks.
  10. This would a mod allow to choose what happens with the recipe ingredients after crafting. I need this to damage items in crafting recipes. I know I can set the container item but what if in one recipe it should get damaged and in another it shouldn't.
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