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coolboy4531

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Everything posted by coolboy4531

  1. 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.
  2. 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.
  3. Then you f*cked something up lol.
  4. (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.
  5. RenderOverlayGameEvent, use the in-game Minecraft fontrenderer and bind a string to the screen / draw a rectangle.
  6. ItemCraftedEvent.
  7. Use PlayBackgroundMusicEvent and check for things that you want to do before playing that sound/music (like checking if in right dimension)
  8. Hm. Although this is the same thing I use, I see no problem (maybe just blind) Try using the Character.valueOf('X') instead of 'X', it's the same thing, but that's the only thing I have for you.
  9. Try looking at the beacon code then. If all else fails use getEntityWithinAABB (and other methods)
  10. 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.
  11. 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
  12. 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:
  13. 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)
  14. PreInit: BiomeDictionary.registerBiomeType(biome, Type.#); BiomeManager.addSpawnBiome(biome);
  15. 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).
  16. Have you tried using [println] methods to check if the method is actually calling?
  17. -player.worldObj?- my bad.
  18. 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:
  19. 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.
  20. Not sure. You could tweak with things like temperature, etc.
  21. 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)
  22. This is what I use to tweak light levels in dimensions. You tweak the float (f).
  23. There are multiple values of "tallGrass" (which is metadata). You can use .setBlockAndMetadata
  24. 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
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