Everything posted by coolboy4531
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[1.5.2] Mob's attack Animations
Think about it, Render***.
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[1.7.2] New Achievement Crash!
Can you also tell me when you have two FMLInitializationEvents? Seriously, why? Without the crash report, we can't help you much, but looking at you code, you never actually registered your AchievementPage. AchievementPage.registerAchievementPage(AchievementPage page);
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Crash report help
Wrong forum to post it in.
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[1.7.2] [Solved] GameRegistry.addShapelessRecipe() Don't work!
Show us where and how you initialized it.
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[1.6.4] EntityLiving and NBT Data
Client, Server, Client, Server...
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[1.7.2] New Achievement Crash!
Then why not show us it, and you can get your problem solved quicker?
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setUnlocalizedName?
Why don't you look at "net.minecraft.block.Block"? Right click on "Block" and press Open Declaration, and you will see what setUnlocalizedName is. On around code #200 ~~, it should tell you what - setUnlocalizedName is. Example in Forge 10.12.0.997 field_149771_c.func_148756_a(0, "air", new BlockAir().func_149663_c("air"));
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setUnlocalizedName?
1.7.2 - setUnlocalizedName = setUnlocalizedName(String s) It was not changed to any func_, unless you have the wrong version of Forge.
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[1.7.2] sendChatToPlayer()
That's exactly the problem (addChatMessage()) is removed. If you can read the whole entire page, maybe you would understand more...
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How to change the config file from within the code
I don't know, not into Entities. Try something like EntityPlayer, EntityClientPlayerMP, etc. i really don't know tbh
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[1.7.2] sendChatToPlayer()
Man, this is driving me crazy. I know that all ChatComponents have been moved to IChatComponent, and the problem is... how do I use sendChatToPlayer()? There is a sendChatMessage() in EntityClientPlayerMP, but it makes the it show up as: <PLAYERNAME> text from sendChatMessage() Help? Any advice towards this would be appreciated
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.patch files.
Once again, I'm messing around with coremods. I'm planning to change a whole class, but I am stuck on figuring out how .patch files work. Wait wait wait, I know I sound like a noob now, but please. @@ -13,8 +18,13 @@ @@ -26,12 +36,18 @@ what the fuq does this mean? LOL All I know is it has something to do with the line number of the code, but still need verification. Please help me
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Testing an ore genereator?
@OP: Any of these would work, but you should try out everyone single one.
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Assets ???
LOL, one of my friends was modding and he put '.PNG' instead of '.png' which f**ked every one of his textures.
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Testing an ore genereator?
Just make the vein really high, or spawn rate really high. but if you want to know (the current status) of spawning -- if it works or not. then you might want to try what Bishamonten said. .setHardness(25000F)
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[1.6.4] Rendering the Overworld
This is what I found in ServerConfigurationManager in 1.5, never coded dimensions afterwards. public void transferPlayerToDimension(EntityPlayerMP par1EntityPlayerMP, int par2) { transferPlayerToDimension(par1EntityPlayerMP, par2, mcServer.worldServerForDimension(par2).getDefaultTeleporter()); } public void transferPlayerToDimension(EntityPlayerMP par1EntityPlayerMP, int par2, Teleporter teleporter) { int j = par1EntityPlayerMP.dimension; WorldServer worldserver = this.mcServer.worldServerForDimension(par1EntityPlayerMP.dimension); par1EntityPlayerMP.dimension = par2; WorldServer worldserver1 = this.mcServer.worldServerForDimension(par1EntityPlayerMP.dimension); par1EntityPlayerMP.playerNetServerHandler.sendPacketToPlayer(new Packet9Respawn(par1EntityPlayerMP.dimension, (byte)par1EntityPlayerMP.worldObj.difficultySetting, worldserver1.getWorldInfo().getTerrainType(), worldserver1.getHeight(), par1EntityPlayerMP.theItemInWorldManager.getGameType())); worldserver.removePlayerEntityDangerously(par1EntityPlayerMP); par1EntityPlayerMP.isDead = false; this.transferEntityToWorld(par1EntityPlayerMP, j, worldserver, worldserver1, teleporter); this.func_72375_a(par1EntityPlayerMP, worldserver); par1EntityPlayerMP.playerNetServerHandler.setPlayerLocation(par1EntityPlayerMP.posX, par1EntityPlayerMP.posY, par1EntityPlayerMP.posZ, par1EntityPlayerMP.rotationYaw, par1EntityPlayerMP.rotationPitch); par1EntityPlayerMP.theItemInWorldManager.setWorld(worldserver1); this.updateTimeAndWeatherForPlayer(par1EntityPlayerMP, worldserver1); this.syncPlayerInventory(par1EntityPlayerMP); Iterator iterator = par1EntityPlayerMP.getActivePotionEffects().iterator(); while (iterator.hasNext()) { PotionEffect potioneffect = (PotionEffect)iterator.next(); par1EntityPlayerMP.playerNetServerHandler.sendPacketToPlayer(new Packet41EntityEffect(par1EntityPlayerMP.entityId, potioneffect)); } GameRegistry.onPlayerChangedDimension(par1EntityPlayerMP); }
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[1.6.4] Making the Block face me
Look at BlockDispenser. You'll learn more. {Method to Activate} : in your block class. public void onBlockAdded(World par1World, int par2, int par3, int par4) { super.onBlockAdded(par1World, par2, par3, par4); this.setDirectionOfBlock(par1World, par2, par3, par4); } setDirectionOfBlock private void setDirectionOfBlock(World par1World, int par2, int par3, int par4) { if (!par1World.isRemote) { int l = par1World.getBlockId(par2, par3, par4 - 1); int i1 = par1World.getBlockId(par2, par3, par4 + 1); int j1 = par1World.getBlockId(par2 - 1, par3, par4); int k1 = par1World.getBlockId(par2 + 1, par3, par4); byte b0 = 3; if (Block.opaqueCubeLookup[l] && !Block.opaqueCubeLookup[i1]) { b0 = 3; } if (Block.opaqueCubeLookup[i1] && !Block.opaqueCubeLookup[l]) { b0 = 2; } if (Block.opaqueCubeLookup[j1] && !Block.opaqueCubeLookup[k1]) { b0 = 5; } if (Block.opaqueCubeLookup[k1] && !Block.opaqueCubeLookup[j1]) { b0 = 4; } par1World.setBlockMetadataWithNotify(par2, par3, par4, b0, 2); } } Now all you got to do is register the textures on each side of the block corresponding to BlockMetadata. Maybe next time you can look at HOW some vanilla blocks do that first, before asking
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[1.6.4]forge install problem
Well, that unfortunate. Does it just stop, and nothing shows up afterwards? Note: If you aren't already doing so, put the window in front (default window) Well, there are a few ways around this... actually. not a few, only one I can think of. Install it manually. See the resource files you need, yeah manually download those and put those in ForgeGradle.
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[1.6.4]forge install problem
Are you 100%, positively, no doubt, for sure you have waited long enough? lol what if you are just impatient and its just taking abnormally long Honestly, if you are sure, then I think it is something about your PATH that windows 8 fk-ed up
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come join me in team speak
You really don't know this site do you lol It's not 24/7 active, takes like around... [10 minutes - never] for someone to reply ESPECIALLY... in Off-topic.
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[1.6.4] Auto Spawn Flowers in World
BiomeDecorator.
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1.6.4 Help getting block to spawn Items when right clicked
Yeah, like atrain99 said. Try and put System.out.println("test"); between if(itemstack.itemID == 12) { //here } Now, I'm thinking the same thing to. It's spawning inside the block, maybe you can move the y coordinate up 1? j+1
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[1.7.2] Render a custom bow as a vanilla bow
Like Bantasaurusrex said... Get the texture binding for items, then use Tesselator and GL11 for rendering. Remember to *implement IItemRenderer*
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package net.minecraftforge does not exist!
Two questions. How did you set up ForgeGradle? Did you even install ForgeGradle?
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[solved] [1.7] How do you color item names?
There's an example of people needing to read the whole post
IPS spam blocked by CleanTalk.