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Busti

Forge Modder
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Everything posted by Busti

  1. When using "all": it displays the correct texture.
  2. I am not extending the rotated pillar / blockLog classes, since I need some extra functionality. At the time being by block class simply extends Block.class
  3. After digging through the native sided textures for a while I tried this: { "parent": "block/cube_all", "textures": { "side": "technica:blocks/rubberlogSide", "top": "technica:blocks/rubberlogTop" } } Shouldn't this cause the textures of my block to be sided? The block is called "rubbertreeLog" btw.
  4. This should be the Tessellator allocating more memory for vertex storage. I am not sure why it happens after the crash though.
  5. Well tanks. Thats unfortunate but I think I gotta deal with it. They are as annoying as they are useful.
  6. I've been modding 1.8 for some time now bit I've never gotten to the point where I needed sided textures. It seems that most textures for that purpose have been removed. Do we use the .json files now or is there a way to use code?
  7. Wow thanks that would have taken hours to figure it out myself!
  8. As of the 1.8 update logs changed. A LOT! How would one create a custom log in 1.8? Thanks in advance, - Busti
  9. If it works with reflection I might be able to do it. But reflection can be very slow. Good find though.
  10. I had a look into it and it contains every screen overlay. E.g. the XP bar or the boss bar. Sadly it is not what I need right now. But it is good to know that it exists. It looks like it would be really expensive to render such a tooltip without a coremod but I don't want to do that right now... I wonder how Thaumcraft does it.
  11. This could work... I will have a look into it.
  12. That might work but it isn't ideal as I would like to render an Icon next to the item.
  13. Hello, is there something such as an event that is being called when the tooltip / name next to an item or the item itself is being rendered? I would like to add some additional information and graphics to it. Thanks in advance, Busti
  14. At this point I might go with googles GSon as it seems to be a decent allrounder and is quite fast.
  15. I need a very general approach. I am trying to read a database of some sort.
  16. Hello, there are multiple Json readers available in the different common Library's. Is there one that is widely used across the Minecraft sources? Thanks in advance, - Busti
  17. That wouldn't help here. Thats just an option to save some memory... I just thought that some faces might have been turned "inside out"
  18. Try this in Init or postInit... Blocks.diamond_ore.setHarvestLevel("pickaxe", harvestLevel);
  19. Also the attributes can be modified using: itemStoneSword.getAttributeModifiers()
  20. The ItemStack can be created using a damage value: ItemStack(Items.stone_sword, amount, damage)
  21. All of these mods should have dev versions you can download. In order to add these but them into the libs folder. Some also have source files you can add. APIs also belong there. If a mod doesn't have a dev version, put it in the libs folder anyways. Re run gradlew setupDecompWorkspace in order to add the librarys.
  22. Are you working below Minecraft 1.7? The right way to register an Event like this in 1.7 is to put this code in the Event class: @SubscribeEvent public void onEntityDrop(LivingDropsEvent event) { and this in the Init method in your mod class: MinecraftForge.EVENT_BUS.register(new EntityEventClass());
  23. That would be the LivingDropsEvent Just make that drop a new item entity which is spawned with an ItemStack of a Sword you modified to have those effects.
  24. After digging through minecraft a bit I actually found an easy method to harvest blocks with enchantment effects. blockInstance.harvestBlock(world, player, pos, world.getBlockState(pos), world.getTileEntity(posD)) world.setBlockToAir(pos)
  25. Uh sorry I actually just pasted in some Scala code... I should have converted it to Java.
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