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Dark2phoenix

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Everything posted by Dark2phoenix

  1. Shameless, desperate bump because I really can't figure this out!
  2. Sorry I wasn't clear. You do put an Icon in the background of the container slot, it's just a matter of where you declare the icon you want to use. Originally I was registering the icon in my chest Block and that just did not work. Look at my mod project at: https://github.com/dark2phoenix/RescueChest I register the icon in dummy item I call ItemHotBar. I then reference the icon I created in ItemHotBar when I'm creating my custom slot SlotHotBar. See if that works for you.
  3. OK, Minecraft 1.5.2, Forge v7.8.0.684 Going to try to second go at this. I've created a new chest modeled primarily after cpw's awesome IronChest. When I'm in game, it works as I want it to and the proper texture appears on the placed block. When the chest is an item, however, it looks like a normal vanilla chest and not a tiny version of the block when it is placed in the world. When I hover it (assuming it's in an inventory), it does display my block name "Rescue Chest". I have been staring/comparing files between IronChest and myself for about 3 days now with no success. I've been Googling like mad and looking at tutorial after tutorial and I can't figure this out. I'm hoping someone can point out what I'm doing wrong, as I"m sure it's a simple, bone-headed mistake. Since I'm not sure what code is even involved with this problem, here's a link to my project on GitHub: https://github.com/dark2phoenix/RescueChest I'm sure someone who is good with the rendering side of minecraft will look at my code for a minute and slap me upside the head with "You didn't do xxxxxx" Please be that someone!
  4. I believe slot backgrounds are considered items and not blocks. Are you performing your registration as a block or as an item? I had a similar problem and I had to create an item just to serve as the register for my slot backgrounds.
  5. So I was able to get this to work by attaching the textures to an item, not a block. My question now is, since I don't actually have an item in the game, is there a way to create an "invisible" item that you can't see with NEI or TooManyMods? I don't have a crafting recipe, but I also don't want the game to crash because someone tried to cheat in what should be an non-existent item.
  6. Does anyone have a working sample of this? In my GUI I'd like to show whether a slot is activated or not by the background image. In 1.4.7 I had this working but in 1.5.1 I can't figure it out. I can get images to render in the slot, but they are like a weird stretched lapis lazuli, apple or coal - not the ones that I created. I don't have any items in my mod (I got armor to work in my GUI and saw that they attach secondary icons to the items themselves) so I'm wondering how I'm supposed to do this. Is there a way to make an entity that you can't see in NEI that I could attach my icons to?
  7. Did you try the tutorial on the Forge WIKI: http://www.minecraftforge.net/wiki/Metadata_Based_Subblocks
  8. Thank you for sharing. That's pretty much what I'm doing today. It works great as long I would like the over logging level to be INFO. I can change FML's log level but it turns on for every other mod as well. I am hoping there is a way to be able to manipulate my mod's log level (so I can debug/trace) without getting my mod's info lost in 1000's of debug logging from other mods. Thank you for how you are logging though, it's nice to see the way I figured it out is a good way.
  9. I found FMLLog which does logging, but I'd like to be able to turn the logging up for my mod without drowning Minecraft with increased logging for everything that FMLLog implements. Is there a best practice for configuring the logger to increase my own log level without raising everything?
  10. Thank you both very much for helping me out. My 1st problem was not having called "openChest" or "closeChest" anywhere in my Container class. The second was exactly what you pointed out, the code from the vanilla chest updates its own block id. Thank you for getting a neophyte on his way!
  11. Thanks for giving me a place to start. Will post what I find.
  12. So I'm making a custom chest for my first mod. I've been liberally mixing the code from the default chest in Minecraft as well as looking at IronChests by CPW. I've gotten to the point where the the Inventory Window works great when you right click on it (opens up, can add/remove items) and the block has my texture along with rendering the chest texture (box with latch on the front face). However, for reasons I can't figure out, it never performs the chest opening/closing animation. From what I can tell it's because the openChest method is never getting called. (Like IronChest, the openChest increments a counter of users using and that is a key for activity in updateEntity() ). I put some logging in at openChest and it is not firing when I right click on the chest. I can post code if anyone thinks it would help, but I'm 99.999% sure I'm doing something REALLY dumb. When should "openChest()" get called? Is there a call path someone can point me to so I can debug this?
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