
luisc99
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Everything posted by luisc99
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http://files.minecraftforge.net/fmllibs/scala-library.jar Do you have that in your mcp/jars/mods directory?
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In the run configuration to need to specify to use those external jar files. That's what fixed it for me anyway...
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If it would be possible, I'm sure being able to change the light colour based on metadata would be very useful, as many mods have coloured lamps now Either way, an API for this would be great! Best of luck!
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This looks like it will be an amazing mod! This all done without base edits?
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In the dev versions of the mod, there are java versions or the source
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Ah, thanks!
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It shouldn't. That code was where I stopped last night, before I did placement angles (my TE now has 4 facings). Pic: Code: The angles of each star change upon world reload also. It seems to be ignoring the rotational infomation it is given...
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I hate to reply to someone else's conversation, but Draco, this seems to render it at different angles and positions each time you place the block down...
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Forgive me if I am wrong, but isn't the new line already in the file from a previous commit? It's like, 4 lines up. Or am I just misreading it?
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Just a quick question, am I right in thinking that simple tile entities do not need a custom packet handler to function? Also if I set up a custom handler, would using NBT to store hex values be any less resource heavy?
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Hm, ok. Thanks though!
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But there are millions of different possibilities for hex values that can be created...
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Do you know of any other way it could be achieved?
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oooooh, fiouf ok but do you NEED a tile entity, because if its just the color cant you just use the meta ? ( i know its only 16 colour but it will be less cpu consuming :\ as well as require less network traffic) I use the meta to store the block type, and the TE to store the hex value
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Yes, but not all blocks. I add a custom block with a grey version of the texture and stone it in tile entity NBT, where the colour multiplier reads from.
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Hey there! I am working on a part of my mod that lets you colour blocks any hex value you like. I have got this working well. At the moment the way to pick the colour of the block is to name it the hex colour you like in an anvil, and when placed it uses it. One thing I tried to do was to make the in-inventory item show up as the same colour as what will be placed, however when I get the item name and transfer it to an integer to pass in to the colour multiplier, it fails because the name is still a string due to still being inside the anvil. I was wondering if these was a way to stop this from happening, preferably by checking if the name is an integer or by waiting to show its colour until after it has been named. I have provided my ItemBlock file here, although I don't think it will be much use. http://paste.minecraftforge.net/view/8787c58a Also, would it also be possible to make the item not placeable if it has got letters in its name, as this also causes a crash. Sorry if this has already been answered, or I am just missing something small and simple. Luis
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IsCollidable() or something like that. Used in BlockFire
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Exactly Sorry for not doing this before, but here is the class file I am using for this: http://paste.minecraftforge.net/view/2578988a The RandomNumber class is just a basic random number generator between the two ints passed to it. Nothing special. I've used it before and it works well... When I tried to specify the type of entity at lines 32 and 54, I added a cast to the methods and when run errors were produced saying that the bats and villagers in my world could not be cast to the zombie, even when it is included in the if() statement... Again, apologies for not providing the code yesterday Luis
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It'll have to be tomorrow when I have access to it again...
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Hey! I am creating an event In my mod that causes skeletons and zombies to have a random chance to spawn riding their respected horse. I have got the horses NBT tags working and them spawning in the world at a random chance, but they spawn at any mob it seems. I am using currently LivingSpawnEvent and use event.entityLiving instance of EntityZombie / EntitySkeleton to check the mob and then spawn the horse in the same way as a spider spawns a skeleton, but the event still seems to register any mob. Any ideas on how I could stop this? Luis
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I found this class useful. It has been removed in more recent builds due to RP not updating, but I use this for comparability with other mods...
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Kind of related to this topic, does anyone have any idea how to add branding to the main menu, like FTB does?
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Hey! Recently I've been posting on here quite a bit, and I apologise for doing so, but I have run into a severe problem. I am creating a set of blocks that can render differently depending on NBT, and I want to add a version that is a fence/stair/pane, but java cannot extend BlockContainer and BlockFence/Stair/Pane at the same time. Other than copying the rendering code, which gives static access errors, is there any way to do this? As a side note, in my ItemBlock class for metadata, is there a way to change the icon with NBT also? Thanks in advance! Let me know if you need any code. I am in the process of cleaning it up ready for GitHub. Luis
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Wouldn't you need a TE anyway to store the books?