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TheRealMcrafter

Forge Modder
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Everything posted by TheRealMcrafter

  1. I have some beta testers that are not allowed to share my download link. I shipped my mod with a unique string for each beta tester. I want, for the first time my mod is loaded, to send that string to my file. Then, if I have two of the same strings in my repo file, that person is sharing the link.
  2. GameRegistry.addShapelessRecipe(new ItemStack(TestMod1.item2), new Object[]{Items.water_bucket, new ItemStack(Items.rotten_flesh, 64)}); Your problem is here: Items.rotten_flesh, 64 This is telling Minecraft you want to use rotten flesh with a metadata of 64, which doesn't exist, so it's throwing a NullPointerException. You can't use more than one item while crafting in the vanilla crafting table. You would have to make your own crafting handler.
  3. Been looking around for a while and I cant find anything. Is it possible (without coremods or crazy Java wizardry) to either A) Edit a file in my GitHub repository (on github.com) and save the changes while in a separate thread by using OutputStreamWriter, or B) Download said file, edit it locally, and re-upload to my GitHub repo, via the aforementioned separate thread? I'm just grasping at straws here, I have no idea if any of this makes sense. Thanks in advance. -TheRealMcrafter
  4. If I had to guess, I'd say its in net.minecraft.client.renderer Just look at how vanilla does it, and implement it the same way in your mod
  5. I This is not true. Block IDs exist just like before. They are just assigned dynamically. I thought the same thing! A couple people told me that they were removed, and I didn't understand because I can still access IDs in my IDE.
  6. For the fall damage part, you can subscribe to LivingFallEvent, and if the player has just been teleported, cancel the fall damage.
  7. I would try moving the buttons into the GUI, just to rule it out.
  8. It would be, as diesieben07 said, in the constructor of your entity class.
  9. I think your best bet is to make textures for all the different variants, and then wherever you render your armour model, check (via NBT, or some other way) what texture to bind, and then render it.
  10. I would STRONGLY suggest learning BASIC Java (concept of classes, inheritance, methods, objects, etc.) first, before you even THINK about adding another inventory slot. Then, learn the following Forge concepts: Proxies IExtendedEntitiyProperties KeyBindings Packets Containers GUIs Events etc Adding another slot is really advanced for a beginner modder. You can follow a tutorial and it might work, but if you start getting tons of errors you wont know how half of it works, so you wont be able to fix it. Same thing goes for weird bugs that pop up. If you have a basic understanding of simple Java/Forge concepts, life as an aspiring modder will be so much easier for you.
  11. Curious, does this still work if the player rebinds the sneak key to something other than shift?
  12. Since 1.7.X, block IDs no longer exist, so you dont need to worry about ID conflicts anymore! So you should be able to use metadata.
  13. Yes, I believe you can use your block in a forge argument.
  14. Try replacing your System.out with a simple text string, like System.out.println("Hello!"); Then read in the console and see if you are on the client side or the server side.
  15. Ok, Ill tell you. this.doGreeting is called. doGreeting() calls sayHi(). sayHi() calls doGreeting().doGreeting() calls sayHi(). sayHi() calls doGreeting(). doGreeting() calls sayHi(). sayHi() calls doGreeting(). doGreeting() calls sayHi(). sayHi() calls doGreeting(). doGreeting() calls sayHi(). sayHi() calls doGreeting(). doGreeting() calls sayHi(). sayHi() calls doGreeting(). doGreeting() calls sayHi(). sayHi() calls doGreeting(). doGreeting() calls sayHi(). sayHi() calls doGreeting().... Do you get the point now? The same thing is happening with your 2 doRender() methods.
  16. Please do all of the following: 1) Post your client proxy class, or wherever you register your entity renderer, 2) Post your model class, 3) please explain what the heck this is supposed to do: public void doRender(EntityMasterBolt p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_){ GL11.glPushMatrix(); GL11.glTranslatef((float)p_76986_2_, (float)p_76986_4_, (float)p_76986_6_); this.bindEntityTexture(p_76986_1_); GL11.glDisable(GL11.GL_LIGHTING); Tessellator tessellator; } @Override public void doRender(Entity p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_) { this.doRender((EntityMasterBolt)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_); } Also, READ your crash report. Whenever you crash, dont just run here and post it, please try and figure it out yourself. Description: Rendering entity in world java.lang.StackOverflowError: Rendering entity in world at com.OlympiansMod.entity.RenderMasterBolt.doRender(RenderMasterBolt.java:27) at com.OlympiansMod.entity.RenderMasterBolt.doRender(RenderMasterBolt.java:27) at com.OlympiansMod.entity.RenderMasterBolt.doRender(RenderMasterBolt.java:27) at com.OlympiansMod.entity.RenderMasterBolt.doRender(RenderMasterBolt.java:27) at com.OlympiansMod.entity.RenderMasterBolt.doRender(RenderMasterBolt.java:27) at com.OlympiansMod.entity.RenderMasterBolt.doRender(RenderMasterBolt.java:27) at com.OlympiansMod.entity.RenderMasterBolt.doRender(RenderMasterBolt.java:27) By now you should be able to figure this out. Ill help you out anyways. An example you should be able to figure out: public class badCall { public badCall(){ this.doGreeting(); } public void doGreeting(){ this.sayHi(); } public void sayHi(){ this.doGreeting(); } } Please tell me what is happening here.
  17. Try this: @Override protected void onImpact(MovingObjectPosition mop) { for(int i = 0; i < 25; i++){ this.worldObj.spawnParticle("largesmoke", this.posX, this.posY, this.posZ, 0f, 0f, 0f); this.setDead(); if (mop.entityHit == null){ EntityLightningBolt undead = new EntityLightningBolt(worldObj, 10, 10, 10); undead.setPosition(this.posX, this.posY, this.posZ); worldObj.spawnEntityInWorld(undead); } else { EntityLightningBolt undead = new EntityLightningBolt(worldObj, 10, 10, 10); undead.setPosition(this.posX, this.posY - 1, this.posZ); worldObj.spawnEntityInWorld(undead); } } if (!this.worldObj.isRemote){ this.setDead(); //his.worldObj.createExplosion((Entity) null, this.posX, this.posY, this.posZ, 3.0f, true); } } }
  18. Can you put a System.err.println(); to display the coordinates you are spawning your entity at?
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