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ninjapancakes87

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Everything posted by ninjapancakes87

  1. Alright, I will check those out, thanks!
  2. Hi all, Let me just start off by saying I'd like to thank all of the helpful moderators and friendly people on this forum. I essentially taught myself java by modding, and everybody here has been extremely helpful when I need help. Now, I can apply what I've learned outside of modding, and It's come a long way. But now I want to actually start doing more advanced things. I've heard from another modder there is a way, using java.lang.reflect and ASM transformers to actually put methods into classes without base edits, or things of the sort. Does anybody know of a page explaining ASM transformers and what I was talking about? I have a basic idea of what reflect does. Thanks in advance, Ninjapancakes87
  3. Do I still need to call NBTTagCompound in my load and read methods? It seems redundant.
  4. It's the same as entityInit in Entity classes; it gets called during entity construction, so you could put the exact same code in your constructor and it would have the same effect. The benefit of the init method in IExtendedEntityProperties is that it provides a world object, but I haven't found it (the extra world parameter) particularly useful because the entity itself isn't yet finished constructing. I know, just wanted to make sure
  5. Thanks! But on a side note, in your tutorial it does say you haven't found a use for your Init method. You have figured out what that does, correct?
  6. You could overlay the texture onto the GUI. I'm not sure how that would work, but you could render the player skins into the foreground of your GUI, in the drawGuiContainerForeground method, and have the background be just an empty 256 x 256 texture.
  7. Well, your error log says it can't load the texture. If you look at your code, you have your getEntityTexture method returning null. Have that method return your LavaCreeper, or whatever your ResourceLocation is.
  8. I do know how to use datawatcher (never used packets, so I'm going to avoid that route), but thanks for the tip. I looked at your tutorial, and the only question I have is should I add the watcher in the init method of my ExtendedProperties class?
  9. His problem is that it isn't effecting the whole string, it's only effecting until a new-line. *affecting, sorry, can't help it I don't see why it wouldn't carry over from line to line. In fact, it shouldn't, so your problem is in the link. Also, I asked if it was a clickable link because I'm fairly confident the link would reset the chat formatting, so if you put EnumChatFormatting.RED after your link it should show everything but the link in red.
  10. You can just use the 256x256 texture and past the GUI into the center. Anything not filled in is transparent in GUI's.
  11. I don't have my code up now, but I do know how I got it is that you need to GameRegistry.registerWorldGenerator(new CustomWorldGenerator) and by default your structure will spawn anywhere, including in the air. I did this with glowstone a while back, and it looks pretty cool. Here's a tut: http://www.minecraftforge.net/wiki/Adding_World_Generation
  12. What do you want the end result to be? When using EnumChatFormatting, whatever format you put will apply to the entire string unless you call EnumChatFormatting.RESET. For example, if you do par1EntityPlayer.addChatMessage(EnumChatFormatting.RED + "Red" + EnumChatFormatting.RESET + " White"); The Red will be colored red, and the white will be colored default. Also, is that a clickable link?
  13. While I've never worked with fluids before, and don't have a solution, I wanted to know if you are german. Wasser = water
  14. I made a vanilla-templated bow as well, and one way to use up both arrows is to call par3EntityPlayer.inventory.consumeInventoryItem(Item.itemID); twice. While ineffecient, you can't call decrStackSize because I don't believe it gives you which slot your arrows are in.
  15. Hi all, I'm trying to add some properties to the player, and it's not correctly working. Through some system.out.println()'s, I know it is saving, loading, and initializing my properties, it's just not applying them to the player. I remember reading something old about properties, and packets, but I can't find it anymore and I'm not sure. My properties code: I previously had it work by calling EntityPlayer.getEntityData(), but that doesn't vary between worlds like I want it to.
  16. Oh ok, so where do we get cocoa plants? It seems cocoa leaves are one of the best drawgs because (if memory serves) it's only slightly addictive. Thanks for the advice about frustration though!
  17. One thing I don't like is how if you reach 100 frustration you are killed by magic. At the start of the game, it takes a while to just get your feet off the ground. I don't have any crops for food or sugar, don't have any traits, and gain about 3 frustration every 30 seconds even after respawning. There should definitely be a dangerous effect at 100 frustration, but death by magic seems a tad overpowered.
  18. This is extremely well thought out and thorough. Downloaded, and good job! Under items it didn't say how to get cocoa leaves. Is it a new plant? I've only played one day so far, i've found cocoa beans but no plant.
  19. It's in a different class, the container, but I figured it out. I don't need a TileEntity because I don't have a block, so I just removed all references to it and it's good.
  20. So I'm trying to make a portable chest (haversack) that functions the same as the alchemical bag from EE2/EE3. When held, and right clicked, it opens a GUI. I'm using a tile entity for this, and I've gotten tile entity's to work before. However, now, I get this error: I have tried fixing this by hardcoding a number in, but this just leads to more problems, all dealing with the TileEntityHaversack class. I made sure I called GameRegistry.registerTileEntity(TileEntityHaversack.class, "Haversack"); in my load method. Here is my TileEntity: TileEntityHaversack:
  21. That's what I was hoping to avoid, but ended up using anyway. Thanks for the help anyway!
  22. Hi all, I have a block I'm making, and it has a custom model. I don't want it to be 3D in the inventory (I know how to do this and have done it before, but don't want to). Is there any way to bind just a 16x16 texture to a block when it appears in your inventory? Thanks, Ninjapancakes87
  23. Ok if it pops up again feel free to come back
  24. Both slots are full, so I know its not that. As for my setting method, i have a setInventorySlotContents method thats exactly the same as the furnace method. Is there anything else along the way which could alter it?
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