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Busti

Forge Modder
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Everything posted by Busti

  1. But i cant get my custom variables with that.
  2. Hi, how can i get the value of a variable in a TileEntity with another TileEntity? I am looking forward to an answer. Busti
  3. Challenge accepted!
  4. Challenge accepted!
  5. I want to make a system where you have only one block id to handle all of the different Blocks and SubBlockClass thingies to handle the functions of the different blocks and (optional) subtileentityclass thingies to handle the advanced stuff and the rendering for the different metadata
  6. I want to make a system where you have only one block id to handle all of the different Blocks and SubBlockClass thingies to handle the functions of the different blocks and (optional) subtileentityclass thingies to handle the advanced stuff and the rendering for the different metadata
  7. Given that TileEntity blocks extend BlockContainer (not Block) and that CHESTS are tile entities.... I know how to make an inventory... But i don't know how to handle that in combination with the different Metadata
  8. Given that TileEntity blocks extend BlockContainer (not Block) and that CHESTS are tile entities.... I know how to make an inventory... But i don't know how to handle that in combination with the different Metadata
  9. I would like to use a TileEntity but some of the blocks even have an inventory or a special function and i don't know how to handle that inside the TileEntity.
  10. I would like to use a TileEntity but some of the blocks even have an inventory or a special function and i don't know how to handle that inside the TileEntity.
  11. You could instead of extending BlockPane just try to set the bounding box based on the State of the Block. Like they did it in BlockHalfSlab. public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
  12. You could instead of extending BlockPane just try to set the bounding box based on the State of the Block. Like they did it in BlockHalfSlab. public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
  13. Hi, I am trying to make a Mod which uses just one Block ID to store all the different blocks, but since the Metadata is just 4 bits of information it wont be easy to save 30 different Blocks in one ID. I would like to know if this number will automatically increase when I use a Tileentity (or do I need to do something in it to make this happen?) Also some of the blocks should have a normal Tileentity and some should not. What can I do to make a Block with more than 16 Subblocks and with advanced functions on some of them? And please don't just write "Make a Tileentity", because this wont help. Busti //Don't recognize my english!
  14. Hi, I am trying to make a Mod which uses just one Block ID to store all the different blocks, but since the Metadata is just 4 bits of information it wont be easy to save 30 different Blocks in one ID. I would like to know if this number will automatically increase when I use a Tileentity (or do I need to do something in it to make this happen?) Also some of the blocks should have a normal Tileentity and some should not. What can I do to make a Block with more than 16 Subblocks and with advanced functions on some of them? And please don't just write "Make a Tileentity", because this wont help. Busti //Don't recognize my english!
  15. When I do it its rendered like a chest (In my inventory)
  16. Sorry, I meant: you can only see the MODEL when there is an invisible texture around it. Otherwise you will see the texture.
  17. Thanks, but that's not my Problem the Texture is rendering fine but it is not showing um in my inventory.
  18. [update] I tried to apply a Render type but how I get error messages.
  19. Hi, I've made a Block with my own model, but you can only see the texture when there is an invisible texture around it. Otherwise you will see the texture. When i place it whit a transparent Texture I can only see the Model when I place the Block and not in my inventory. Here is my code: This is how it looks Ingame:
  20. Hi, I want to make a Block which detects XP surrounding it. So i searched for a while in other classes and this is what I found: this.worldObj.getEntitiesWithinAABB(EntityXPOrb.class, axisalignedbb); This seems to be the right method to solve my Problem. For me it looks like something which searches for Entitys whithin a Radius and saves them in a List. But i don't know how to define that Radius. I know that the axisalignedbb should be something like that. but whenever i try to add a number to that i get error messages. So here is my Question: How can i handle that Command? Im looking foward to an Answer. Busti
  21. Hi, first of all you need a Model for your Item or Block. The easyest way to do this is to make it with [lmgtfy]Techne[/lmgtfy] which is a programm to create minecraft model files. After that you need to apply a TileEntitySpecialRenderer to the Tileentity of your Block/Item (create the Tileentity first). The only thing you need to do then is to bind the Tileentity to your renderer with the game registry. I have done this for my mod too and it is not easy. I will upload my code later so you can see what i meant. (Don't mind my bad english) Busti
  22. Hello, I already tried that but in the XPOrb class is the EntityPlayer.class the only defined target for the XP orb. So i thought that i can make the XP orb "think" that my entity is a player and whan it is in a special radius of my Entity i would set it death and add 1 to an internal variable of my entity.
  23. Hello, how can I make an Entity behave like EntityPlayer so experience will flow to it? Or is there an other (easyer) way to realize this? I am looking forward to an answer. Busti Sorry for my bad English
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