coolboy4531
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Everything posted by coolboy4531
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[1.7.2][Solved]How to render things to player screen?
coolboy4531 replied to Nimbleguy's topic in Modder Support
Sorry, my bad. I didn't even see that I switched Game and Overlay around. That was my fault. If you still need further help, then re-read my first post. To put it in-depth: Get the Minecraft instance, and get the fontRenderer of that instance, use that to draw a string, or you can use drawRect (only if you create your own Gui class) Note: If you don't create a new GUI when you draw string or anything else it will override the entire screen forcing the exp/hp/armor bar to not successfully load-creating a graphic glitch with renders all textures useless unless you create a custom GUI. TL;DR - Use Minecraft's fontRenderer to draw the string or use Gui's drawRect (create own GUI). Be sure to create your own GUI class (place the event in there, too) to draw your string and crap if you don't want the game to glitch up because you overwritten the entire GUI for minecraft. -
[1.7.2] Bug - Potion effect keeps forever
coolboy4531 replied to SackCastellon's topic in Modder Support
Can't help, nothing like this has ever happened to me. If the problem still occurs, try clearing the potions on the player, either by forcing the player to drink milk, or some sort of method that makes the list null. -
[1.7.2][Solved]How to render things to player screen?
coolboy4531 replied to Nimbleguy's topic in Modder Support
Then you f*cked something up lol. -
[1.7.2] Bug - Potion effect keeps forever
coolboy4531 replied to SackCastellon's topic in Modder Support
(this MIGHT be the problem): You are checking if the potion is active every time the entity updates, which means that it will apply the potion effect forever. -
[1.7.2][Solved]How to render things to player screen?
coolboy4531 replied to Nimbleguy's topic in Modder Support
RenderOverlayGameEvent, use the in-game Minecraft fontrenderer and bind a string to the screen / draw a rectangle. -
ItemCraftedEvent.
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How to add ambient sounds / music to dimension?
coolboy4531 replied to JohnBeGood's topic in Modder Support
Use PlayBackgroundMusicEvent and check for things that you want to do before playing that sound/music (like checking if in right dimension) -
You'd need to create your own player render, or just a crazy item render that makes the weapon appear in both hands, but really not. The left hand is un-used in Minecraft unless you override the player render and create your own render.
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This is really how it should look like, if you have any other registration of biomes remove them, because this class is enough. My thoughts is that the crash is because (firstbiome) is null (no data) and when you register it, it still doesn't have any data until you init it (which you didn't do properly). http://pastebin.com/JEV57CX3
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Your "biome.firstbiome" is most likely null. Let me see your "biome" class. If you don't mind, show me your "MainRegistry" class as well, who knows, there could be an error there instead. Thanks. c:
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Yeah, it's not a String, it's an BiomeGenBase instance of your own. It should spawn naturally, give it a try, though the spawn-rate is low, I don't know if you can adjust that - (never made a biome b4)
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PreInit: BiomeDictionary.registerBiomeType(biome, Type.#); BiomeManager.addSpawnBiome(biome);
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Help with the code! On item right click add 1 in counter!
coolboy4531 replied to TheMikexx's topic in Modder Support
If you want the simple and boring (not advanced) way you can try [i use this sometimes, when I'm lazy]: private static int counter = 2; //code where you want to add 1 [add this]: counter++; To use it: if (counter % 2 == 0) { //do something } else { //don't do anything } - Note: - % means get remainder of. If counter is an even number that's greater than 2, the remainder will be 0. If it's an odd number that's greater than 2, the remainder will be 1. Of course, I don't need to apply that (just place an else statement). -
Have you tried using [println] methods to check if the method is actually calling?
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[1.7.2] [Unsolved] Spawning Entities With GUI
coolboy4531 replied to LazerMan47's topic in Modder Support
-player.worldObj?- my bad. -
[1.6.4] Using other mod's item in your mod
coolboy4531 replied to chiyin00's topic in Modder Support
You might need to use dependencies. Check if the mod is installed correctly and working - [Loader.isModLoaded(modId)] Don't remember the method for it, but gets the loaded items of a mod. Use that. Hope that diesieben comes along and helps you out. c: -
[1.6.4] [SOLVED] How to get mobs to hold items???
coolboy4531 replied to adusut's topic in Modder Support
This is what I use for my custom-mob that doesn't extend EntitySkeleton lel: //pre-class stuff private static final ItemStack defaultHeldItem = new ItemStack(Items.bow, 1); //entity stuff @Override public ItemStack getHeldItem() { return defaultHeldItem; } Very similiar, although, I don't use the static. -
[1.7.2] Setting Dimension Default Light Level
coolboy4531 replied to TLHPoE's topic in Modder Support
Not sure. You could tweak with things like temperature, etc. -
Have you tried looking at the "punch" enchantment on bows? You should really try taking a glimpse of it c: (EntityArrow instance).setKnockbackStrength(float f)
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[1.7.2] Setting Dimension Default Light Level
coolboy4531 replied to TLHPoE's topic in Modder Support
This is what I use to tweak light levels in dimensions. You tweak the float (f). -
[SOLVED][1.6.4] Mob spawns grass as it walks?
coolboy4531 replied to DaNatin's topic in Modder Support
There are multiple values of "tallGrass" (which is metadata). You can use .setBlockAndMetadata -
https://help.github.com/articles/set-up-git There are multiple tutorials after that. > Set Up Git > Create A Repository <-- this is the one you are probably looking for > Fork A Repository > Be Social