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Busti

Forge Modder
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Everything posted by Busti

  1. You need to apply the rotation in the renderer so the model will update each frame. Just make sure to use the partialticktime variable to sync the animation with the time between the Frames.
  2. Is there something specific you want to know about?
  3. @GotoLink Yes I am just deleting the item on the server but i've no Idea how I would do this on the client as the processing happens only on the server. @TreeBek I'm just deleting the Item from the Slot with this.setInventorySlotContents(3, null); in the TileEntity on update.
  4. Just add public boolean canDragonDestroy(World world, int x, int y, int z) { return false; } To your block file. EDIT: Sorry i meant false
  5. Ok i checked it again and it seems like the 3 block types are hardcoded into minecraft... Look for CanDragonDestroy in Block and try to override it.
  6. Try to set the resistance above 15.0F I cant see anything else which would affect the End Stone found in the Block class.
  7. Hello, how can I delete an Item from a solt? I tried this.setInventorySlotContents(3, null); but it will leave a ghost Item which will be removed when I click it. Thanks for any help. Busti
  8. Try to look at the Gui renderer for the player Inventory where the player model is rendered.
  9. Ok, I just thought that the cunkloading would be better without a Tileentity.
  10. Hello, How can I get a block update for every tick without using a tileentity? Thanks Busti
  11. Ah ok I didn't know that there are tutorials about it.
  12. How can I implement these into a TileEntitySpecialRenderer?
  13. Hello, I've already made custom block models with techne but as techne is not the best model program, it is based on cubes, and you also have to debug the Files before they compile I want to create better models with a better software. So my question is which (free) software is the best for this task and how can I implement the Model in minecraft? I'm looking forward for any help. Busti
  14. http://gallery.mikrokopter.de/main.php?g2_view=core.DownloadItem&g2_itemId=109115&g2_serialNumber=1[/img]
  15. Which class is that?
  16. It is also very hard to look where the Metadata is coming from because i cant find anything which is calling one of the methods in the block class.
  17. Is there another method to store such information than a TileEntity?
  18. Thats something I've never thought of. Redpower does that and ive never been in the situation where my huge tunnel bore took long to load.
  19. Why should I? who needs so many Id's when they all could be the same block?
  20. The blocks should all be accessible in the chosen creative Tab so you don't need to cheat them in.
  21. I am just trying to put all my blocks in one ID and make it as easy as possible to create new ones. I don't like spamming that many block ID's with my mod because it is a pain to reconfigure the config files of some mods with a huge number of blocks to work with other mods.
  22. It seems like minecraft can handle a metadata over 15 ingame but it only saves one under 16 to the map. For this I am using a TileEntity i've never said that i won't use one.
  23. Right now it is working with more than 16 blocks but i still need to add most of the methods like onBlockActivated and the Subblocks can't have TileEntitys
  24. I already came up with a solution for my problem. Right now I am working on a system where you can easily make new blocks which will all share the same ID by creating them like you would create normal blocks.
  25. i don't know what they are doing to get that much Subblocks but as the ItemBlock I created to deal with the metadata of the Block has an Integer as damage value I think i can develop a system to deal with it in the block and also add the blocks to the creative Tabs.
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