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mardiff

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Everything posted by mardiff

  1. here's the tile entity code: And no, it stays deactivated when you right click it.
  2. Hello everyone, When I use my furnace everything works fine, except for when I close the world and then load it up again. If it was supposed to be on (if it has a redstone signal), the block won't be working when the world is loaded again. Any help? Thanks, mardiff
  3. It might, but at least you can fix those problems. Icons are only registered at the creation of a block, so it won't change in the world unless the block itself is changed.
  4. Why not just use basic math and make it divide the fall damage in half?
  5. Please tell me it's not this.isTransparent = true....
  6. Does anyone know how to use the new fluid tank system that lemming made, or at least know a tutorial that helps with it? I find that its extremely underdeveloped considering how interesting it is. I'm looking to make a block that works like the mass fab in ic2, but I have no idea where to start... and frankly I would appreciate just making a regular tank.
  7. Change Redgem to lowercase. And also make sure all the files and folders where the textures are located at are lowercase.
  8. world.getBlockMetadata(x,y,z)
  9. Where have you placed your textures?
  10. Do you mean you don't know where to put your textures?
  11. It might have been implemented with Equivalent Exchange or some other mod so it wasn't OP, but I don't think vanilla really cares if you have unlimited flint.
  12. Use what both of these guys said. Check if the block id is water, not if it's replaceable. Also use onBlockAdded so that way it doesn't have to wait for the block next to it to change once it's placed.
  13. The actual function to open GUIs is world.openGUI with some parameters that I can't be bothered with.
  14. I'm pretty sure that gravel doesn't use this considering that you can get flint from breaking a block that you placed...
  15. The title pretty much says it all. I'm looking for a function that runs when a world is started.
  16. Hi Everyone, So, I've got this working furnace that runs fine, but it has one weird condition. All instances of it, whether they be in the world or in my inventory, are always synchronized. By this I mean that they are all either an activated furnace or a deactivated furnace, and they all have the same textures running. I'll put the code for the block class and the tile entity here, but if you really want to play around I'll put the whole mod's source as a link too. However, redistribution is a copyright infringement. Here's the block class: and the tile entity: And here's the download: https://www.mediafire.com/?g5db0nzqv865mxn
  17. It wasn't that, but I eventually figured it out. It's always the stupid stuff, isn't it? Thanks anyways.
  18. Start small. If you're new to modding then that definitely isn't for you, but don't get to discouraged. Start by making things that seem more basic, and build your way up to that.
  19. If they generate in the overworld and not in the nether, it's because your world being used in the private generateNether is wrong. To generate in the nether the world has to be -1 (I believe, and if that doesnt work use 0), instead of the normal 1 used for the overworld.
  20. Thanks! I just forgot to swipe out one of the variables with my own. The only problem is that the texture doesn't update. Any idea why that happens?
  21. To be honest, I have no idea why this isn't working. The furnace itself is 100% functional, but whenever I turn the signal on and off the texture (and the particle effects) don't update. I'll just be providing the block and the tileentity because you shouldn't need anything besides that. The block: And the tile entity: Unless this is just about timing since icons are annoying about that, I'm pretty sure this should be functioning. However, if you find the problem, please do tell. Thanks, Mardiff
  22. Hello Everyone! As I have recently gotten back into modding, I decided that it would be fun to add something to my mod. As a result, I added something that I felt should have been incorporated into vanilla minecraft: emerald tools and armor. Also, as we all know, quartz has been added to the game in the form of nether quartz. Now, diamond is the strongest naturally found material in the world, but as it happens to be, quartz is the 4th hardest. Now, if this is true, why doesn't Minecraft have quartz armor and tools? This is what I'm here to add. This mod adds quartz tools and armor (as you probably guessed from the title), which is better than iron but worse than diamond. I hope you have fun with it! EDIT: After another long absence, I've decided to update the existing mods, along with a few new additions for 1.6.4! The recipes are what you would expect, so enjoy! Here is the recipe for the diamond saw: Right click on either a block of quartz or chiseled quartz with the saw to transmute the block into a quartz crystal block: The recipes for the tools and armor are the same as usual, they just require quartz crystals, which are obtained by breaking the quartz crystal blocks. Download: 1.6.4: Coal: http://adf.ly/amxsi Emerald: http://adf.ly/amyls Lapis: http://adf.ly/amyuD Quartz: http://adf.ly/amz2p Redstone: http://adf.ly/amz9S Wood: http://adf.ly/amzGG Older Builds: How to Install for versions before 1.6: 1. Download and drag the Minecraft Forge files into your minecraft.jar. 2. Delete META-INF. 3. Run Minecraft and then close it. 4. Download the mod which you have chosen to install. 5. Drag the .zip file into your mods folder. 6. Enjoy! Additionally, check out pyrominer314's channel to view a spotlight of the Quartz Tools and Armor, or watch it here: And also thanks to Steven Brine for making a spotlight of the Quartz, Emerald, and Redstone tools: Also, since this mod is still in it's early stages, if you have any recommendations, the help would be greatly appreciated. Thanks, mardiff712
  23. It worked! Thanks!
  24. Totally agreed, 1.6 has one obvious addition in horses, and the limited amount of horse armors needs to be expanded.
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