Everything posted by Draco18s
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[1.11] Checking if Item is in a fluid
There's a field for that. But I'll point out that EntityItems have no hitpoints so as soon as they take damage, they die.
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[1.11] Checking if Item is in a fluid
http://www.minecraftforge.net/forum/index.php?topic=44001.0
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[SOLVED (kinda)][1.10.2] Rendering Translucent Armor Texture
Yes, that's what it should do.
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Does anyone have a download link to MDKExample?
This is also known as "actually reading the README file"
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Does anyone have a download link to MDKExample?
Did you run gradlew setupDecompWorkspace eclipse ?
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[1.8]Make booleans stay after quitting Minecraft
PmsEnabled would be better named togglePMs
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[1.11] Getting Parameter From Recipe Exception.
Ah for fuck's sake. That's your StandRecipeHandler.class, not your recipe's entity class. You want to reference the field, just like any other property of your recipe. StandRecipeHandler.sacrifice.isInstance(...)
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[1.11] Getting Parameter From Recipe Exception.
clazz.isInstance(obj)
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[SOLVED]Checking to see what entity is being hit by sunlight.
Ignore it. You aren't writing a method override in a subclass, so you don't need it.
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[SOLVED]Checking to see what entity is being hit by sunlight.
You can't just rewrite existing methods or add methods to existing classes. And creating a custom mob won't really solve your problem either. What you should do is subscribe to the LivingUpdateEvent and use the zombie code to set other mobs on fire.
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[1.11] Getting Parameter From Recipe Exception.
The class of the entity you are interested in. e.g. EntityLivingBase.class
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[1.11] Getting Parameter From Recipe Exception.
You want a class reference. If you want to insure that it is an EntityLivingBase, your "add this recipe" method accepts Class<? extends EntityLivingBase>
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[1.11] Getting Parameter From Recipe Exception.
PlentifulMiscAPI.addStandRecipe(new ItemStack, blah blah blah..., chicken); "Chicken?" Chicken? Where is this variable defined? All you did is declare it. Why are you (trying to) pass a reference to a specific entity? If you want a recipe you need to pass something generic. Like, say, a class. PlentifulMiscAPI.addStandRecipe(new ItemStack, blah blah blah..., EntityChicken.class); Then you can check if the specific entity is the same type.
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Having trouble backporting neighborChanged method of window blinds to 1.10.2.
Screenshot is a screenshot of you writing your post, not code.
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[1.11] getAllInBox
You're still using a wonky for-loop with an iterator.
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[1.11] Capability Synchronization.
Also, why do you need an internal version of the method anyway? Especially one that is public (i.e. externally visible)?
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[1.11] getAllInBox
You can't modify a list while you are iterating over it. If you want to remove an item from the list safely, use it.remove()
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[1.11] getAllInBox
or for(BlockPos p : it) { }
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[Solved] [1.10.2] Blocks not working properly
escapemc_ore = new escapemc_ore(...) is the block of your block. You need to find where you call new ItemBlock(escapemc_ore) and add .setRegistryName(...) to that.
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[Solved] [1.10.2] Blocks not working properly
You didn't set a registry name for the Item form of your Block. You must do this.
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[1.10.2] Problem with Color Multiplier of Block
Because it's old. Its not needed any more. The new way is better. And no, that change won't fix your problem, but it's still better.
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[Solved] [1.10.2] Blocks not working properly
GameRegistry.register(new ItemBlock(escapemc_ore), escapemc_ore.getRegistryName()); As you've already set the registry name, you don't need to pass it. GameRegistry.register(new ItemBlock(escapemc_ore)); is sufficient.
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[1.10.2] Problem with Color Multiplier of Block
Don't implement ITileEntityProvider, just override the hasTileEntity and getTileEntity methods that are already present in the Block class. Also, why the fuck are you doing this: tile.writeToNBT(tag); int color = tag.getInteger("color"); return color + 10000; You have this available to you: public int getColor() { return this.color; }
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[SOLVED (kinda)][1.10.2] Rendering Translucent Armor Texture
I think that that is unfortunately due to Minecraft's approach to transparent rendering passes. Ice and water do that all the time.
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[1.11]Spawning ItemEntity
Yes, we know. Diesieben07 has pointed out the problems with your current code. You need to fix those.
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