Everything posted by Draco18s
-
[1.9]setUnlocalizedName
Is your BaseItems class of type Item? I bet not.
-
[SOLVED][1.10.2] Render an item inside a block
Or if you want to be super lazy, create an item entity (don't spawn it) and tell the render engine to render it normally.
-
[1.9.4]adding new nbtdata to vanilla mobs
Why is the capability attached to your mod class, not the entity?
-
[1.10.2][SOLVED] Teleport to the players spawn point
Say...The timeInPortal counter that already exists in the Entity class....
-
[1.9] Render custom item
On obj: I tried this the other week, to display a triangular prism (block cut in half diagonally) and I could not specify UV coordinates such that the triangular face displayed the way I wanted (that is, not distorted). Heck, the example on the Read the Docs (is that where I saw it?) had a standard obj file shown with all the vt lines commented out! Both of my attempts to leave them in resulted in parsing errors.
-
replace EntityDiggingFX with a modified one
Rendering? Hell no.
-
replace EntityDiggingFX with a modified one
And yet you expect support.
-
Need some help with block rendering.
- [1.10.2] Texture/model not working properly?
Sorry, somehow missed that- [1.10.2][SOLVED] Teleport to the players spawn point
Don't register an ItemBlock for it...?- [SOLVED] Compilation error only when "gradle build"
Of course Eclipse has its own compiler. How did you think the run button worked?- How does the hotbar works?
Q: why are you creating a new Item here?- Loading textures causes my game to crash?
Or rather: you only need one proxy and so not need to know which one it is.- [1.10.2] [forge-1.10.2-12.18.1.2048-mdk] java.lang.NullPointerException: Initial
Question: why isn't your unlocalized name also the registry name?- [1.10.2][SOLVED] Teleport to the players spawn point
Edge is literally Internet Explorer (v11, IIRC), the worst browser ever. If it doesn't know how to run that javascript, something is fucked up. Royally. Get any other browser ever. Now.- [1.10.2] Texture/model not working properly?
Also there is no need to preface getRegistryName with your mod ID because getRegistryName already does that.- [1.10.2] [SOLVED] Capability init works on Integrated but not Dedicated Server
Because the class is loaded . Merely by being called into existence, the JVM needs to load up every class that it then references before ANY method can be run.- Missing .cpw files in 1.6.4 src
1.6.4 is so old you can't even download and set up the workspace any more: the location of several files moved and the URLs in the setup config are no longer valid.- [SOLVED]NullPointerException reading a value from DataWatcher
My guess would be this: @Override protected void entityInit() { if(!worldObj.isRemote) //why is this here? this.dataWatcher.addObject(fuseID, Integer.valueOf(fuse)); } Based on looking at what Vanilla does, e.g. minecarts: protected void entityInit() { this.dataManager.register(ROLLING_AMPLITUDE, Integer.valueOf(0)); this.dataManager.register(ROLLING_DIRECTION, Integer.valueOf(1)); this.dataManager.register(DAMAGE, Float.valueOf(0.0F)); this.dataManager.register(DISPLAY_TILE, Integer.valueOf(0)); this.dataManager.register(DISPLAY_TILE_OFFSET, Integer.valueOf(6)); this.dataManager.register(SHOW_BLOCK, Boolean.valueOf(false)); }- [1.10.2] [SOLVED] Capability init works on Integrated but not Dedicated Server
By the way, why is this in the Common proxy? https://github.com/archery2000/Mod/blob/master/core/CommonProxy.java#L48- How to override normal block-drop procedure?
There's also public boolean removedByPlayer(IBlockState state, World world, BlockPos pos, EntityPlayer player, boolean willHarvest) or public void harvestBlock(World worldIn, EntityPlayer player, BlockPos pos, IBlockState state, @Nullable TileEntity te, @Nullable ItemStack stack) ?- Mod idea with mockup and a few questions
Yes. Yes you do.- [1.10.2][SOLVED] Teleport to the players spawn point
....Try clicking on them? They're buttons...?- [1.10] Weird collision box and pick-block behavior
So I took a look at your pick-block method (I don't know much about collision boxes right now). And gah! What is this mess!? @Override public ItemStack getPickBlock(IBlockState blockState, RayTraceResult rayTraceResult, World world, BlockPos blockPos, EntityPlayer entityPlayer) { return new ItemStack(Block.getBlockFromName("trafficstuffmod:sidewalk_normal_" + StringUtils.substringAfterLast(getUnlocalizedName(), "_")), 1, blockState.getValue(HEIGHT) - 1); } You're requesting a block from the Blocks array by name rather than using this or a static MainMod.blockRef and then combine it with the unlocalized name!?[/t] WHY?- [1.10.2] [SOLVED]Potion effect when full set is worn. Where do I put it?
Ok, so tell me what's wrong here: //new function public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { //open paren //new function private void effectPlayer(EntityPlayer player1, Potion potionIn, int amplifier) { //open paren - [1.10.2] Texture/model not working properly?
IPS spam blocked by CleanTalk.
Important Information
By using this site, you agree to our Terms of Use.