Jump to content

Creeperologist

Members
  • Posts

    18
  • Joined

  • Last visited

Everything posted by Creeperologist

  1. I suggest looking into repeater's handle it, and if that does not help, try looking into glass, and making it so that your block applying the signal cannot transfer a signal
  2. I suggest looking into repeater's handle it, and if that does not help, try looking into glass, and making it so that your block applying the signal cannot transfer a signal
  3. several things: 1st being you you need to use the name of the the mod folder/jar is housing the texture such as "mazlt:whatever:" for whatever.png 2nd, you need to make sure your resource folder is marked as a source folder, yes it is important 3rd, refresh the resource folder when you add new things
  4. several things: 1st being you you need to use the name of the the mod folder/jar is housing the texture such as "mazlt:whatever:" for whatever.png 2nd, you need to make sure your resource folder is marked as a source folder, yes it is important 3rd, refresh the resource folder when you add new things
  5. right now I'm working on a mod where some of the items store a type of energy, while active they drain energy over time, which works perfectly, but I'm seeing a bit of graphics issues each time the nbt data of an item in hand updates, it acts as though you are re-equipping that item, lowering down a bit then rising back up, which when it is draining energy by the second, it looks terrible if anyone could point me in the right direction as to how to prevent it from happening, it would help a lot
  6. right now I'm working on a mod where some of the items store a type of energy, while active they drain energy over time, which works perfectly, but I'm seeing a bit of graphics issues each time the nbt data of an item in hand updates, it acts as though you are re-equipping that item, lowering down a bit then rising back up, which when it is draining energy by the second, it looks terrible if anyone could point me in the right direction as to how to prevent it from happening, it would help a lot
  7. excellent, it worked perfectly thank you for the help, to be honest I didn't expect to get any real helpful tips this really helps a lot
  8. well recently I ran across the problem of needing to use a core mod to implement some the the features I wanted to use in a variety of mods I am working on which is all fine and good, however as I suspected would probably happen, core mods don't seam to work in eclipse in terms it still being coded so I am trying to figure out if there is something I can change that will allow for a core mod to run without needing to recompile it before testing it
  9. I was under the impression that core mods were just for modifying visibility, that is good to hear, it means I may be able to try out a few other ideas I've had
  10. currently I'm working on a number of different mods, and just when I thought I was home free on my potion api, I realized that how InventoryEffectRenderer is implemented, there was likely no way of getting around modifying some of the vanilla things at the moment I am using a tick handler the render additional potion effects which works fine to an extent, but space has become a serious issue and something needs to be done about it so I am going to need to change how potion effects are represented. I'm trying to find out if it would be possible to somehow replace displayDebuffEffects() with a new modified version, and if not at least get an idea what can be done to to get these changes from what I have done to be usable along with the client
  11. It was a 1.5 issue, but it was fixed in 1.5.1, just update your mcp and forge and it will fix it I had the issue myself earlier, but that fixes it
  12. well I've done of modding in the past but I recently took an interest in using various api to interconnect one of the mods I have been working on since 1.3 I'm currently trying to use thaumcraft 3's api, and considering looking into industrial craft and such as well in the future but for now what I'm trying to figure out for either is the same what is it that you must do in the setup to be able to use an external api I know there is information on the tutorials page however it appears as though things are no longer the the same as they were, and I have yet to find a working guide for the current setup
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.