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Busti

Forge Modder
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Everything posted by Busti

  1. Hello, is there a method to create a constantly updating class in Minecraft independent of blocks or entities? Busti
  2. Yes you can simply do the same thing with items. You also can make more sub items than 16 just keep in mind that all the metadata variables are called differently in the Item Class. Use demage instead. Have a look at the dye item for an example.
  3. Minecraft.getMinecraft().thePlayer.addChatMessage("Message");
  4. Im already don with the fmp implementation for my pipes and I am going to create a tutorial when Im done. But it might take a week or so. ^^
  5. Hello, How can I make multiple Bounding boxes in one block and how can I: 1. Detect if one of the boxes is kicked? 2. Highlight them all at once when I mouse over one of them? 3. Remove the bounding box lines? Edit: 4. Change them with the Tileentity? Thanks ^^ Busti
  6. WOW I just updated Eclipse to kepler and it is working now
  7. Yes I did.
  8. Yes I added it into thr buildpath. Class extensions are working fine then but interfaces wont
  9. Hello, I recently installed Forge Multipart which should be installed as a library into the IDE. When I drop it into the mcp/lib/ folder and import it as a Library the mod is working as it should but when I try to extend one of its classes Eclipse won't recognize it as an existing Class. Did I do something wrong or is there another Library folder I missed? Thanks Busti
  10. Just spawn them via your TE and pass any variables to the Entities constructor. Create these variables in the Entity and set them in the constructor by the given ones. And save them as a tag YourEntity entity = new YourEntity(posX, posY, posZ, various variables); // Various variables you want to have in the Entity and the coordinates of course... this.worldObj.spawnEntityInWorld(entity); //That spawns the Entity EDIT: just pass a boolean to make them invincible or not... They should automatically be invincible unless you are using the health system.
  11. OK! I just tested it without the @SideOnly... and it seems like its only updating the array on the server now!? EDIT1:But I dont want to send an extra Package to the server every time something changes around the block...
  12. Hmmm but when I set it only client sided It shouldn't do that ...
  13. You need to test for the metadata because the item never changes with the metadata.
  14. That would take time and why does the server need to know how to render the TE?
  15. I guss your textureNames array is empty on the Given position.
  16. Its only client sided since I'm just using it for rendering. @SideOnly(Side.CLIENT) public boolean connect[] = {false, false, false, false, false, false}; @SideOnly(Side.CLIENT) public void updateSides() { for (int i = 0; i < 6; i++) { this.connect[i] = ApiXPPipe.checkForXPContainer(this.xCoord+Facing.offsetsXForSide[i], this.yCoord+Facing.offsetsYForSide[i], this.zCoord+Facing.offsetsZForSide[i], this.worldObj); } } updeteSides is called when the blocks neighbour Blocks are changed.
  17. Hello, I've been trying to set up an Array in a TileEntity public boolean connect[] = {false, false, false, false, false, false}; but every time I set a new variable or every tick it magically resets itself. Is this just me derping with Java or does minecraft not like me? Busti
  18. make a class file and make it compile. (fix all the errors and stuff) Then use this to render the model in your Renderer: private ModelClassName modelVarName; private ResourceLocation textureXPPipe; public RenderXPPipe() { this.textureXPPipe = new ResourceLocation("modname:textures/models/Texturename.png"); this.modelvarName = new ModelClassName(); } to register the model/texture And this to render it: this.modelVarName.render(); You might need to create a custom rendering method in your model: public void render() { AnyModelPart.render(0.0625F); }
  19. The more I know
  20. You need to register your tileentity in the Load event... GameRegistry.registerTileEntity(TileEntityClass.class, "TileEntityName");
  21. 1st You don't need to write minecraft: if you want to use a Minecraft texture. 2nd You have to initialize the Block in preInit() otherwise it wont work. And dont forget to register it.
  22. You need to somehow compare it with the EntityList.class and use its ID to class mapping. I would do it like: public void getEntityEggID(Entity entity1) { for (i = 0; i < EntityList.IDtoClassMapping.length(); i++) { if (entity1 instanceof EntityList.IDtoClassMapping[i]) { return i; } return -1; } } You will probably need to adjust this code a bit since it is a hash map.
  23. As a .png image ^^
  24. Just add: this.setTextureName("yourModName:YourTextureName"); to your block / Item and save them in your src\minecraft\assets\technica\textures\blocks or your src\minecraft\assets\technica\textures\items Folder path.
  25. Maybe you will need to adjust the file path but this doesn't belong here.
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