Everything posted by Draco18s
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[1.7.10] Changing texture based on item in Gui slot
Nope. You need to return an existing icon. Setting the texture string does jack shit after the texture map has been finalized.
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[1.7.10] Changing texture based on item in Gui slot
You want to do the same thing as that function, see, it extracts ItemStacks, and compare THAT.
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Question about max health
Everything you could ever want https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/components/ComponentHealth.java
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[1.7.10] Changing texture based on item in Gui slot
You see that "read from nbt" method? That looks kind of important and related to what you're doing.
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[1.7.10] Changing texture based on item in Gui slot
If your item stores another item inside it, that item is stored in the nbt data of the item stack passed to that function.
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1.7.10--determining if a block is solid
Oh, I've been bit by that method at least twice.
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[1.7.10] NBTTag data resets on rejoining world
Guis are client side. If you want this info present on the server, you need packets
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1.7.10--determining if a block is solid
Be careful with that one. I don't recall if it is that method or one that is named very similarly, but one of them is client-side-only.
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[Solved] [1.8.9] addinformation() and getSubItems() name clash issue
I asked because the way you posted it, you posted an abstract method, which has different rules.
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Where can I find documentation for Forge?
Most sections are still relevant. Most of what changed is on the rendering side (how blockstates/metadata work, icons, etc). If you're looking for an event list, try this page: http://www.minecraftforge.net/wiki/Event_Reference
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[Solved] [1.8.9] addinformation() and getSubItems() name clash issue
Have you included only method stubs here, or are you actually defining them as methods with { } (optionally with code in between)?
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Minecraft Crashes When Run
As much as I know that programming is freaking magic, it does not operate on faith.
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Dynamic Item Registry
Items are singletons, if you want to drop an item you need to pass a reference to the same Item you registered. @Override public Item getItemDropped(int metadata, Random random, int fortune) { return MyMainModClass.myCoolItem; }
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[1.8] Editting Overworld Caves
Succinctly, you don't. As you have things set up is the way to go: find the event, cancel it, do something else instead. Your "something else" would be a replacement class that does the same thing as, but with different results than, the original vanilla caves.
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Minecraft Crashes When Run
Is that static init function ever called?
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[Solvced]Problem with String after sending to the server
Ok, why the duck are you encoding the values into a string? Just write them all to the bytebuffer.
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[1.8] Dynamic Tool Materials
Check out this item of mine. All of its material values come from NBT https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/item/ItemArtifact.java
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Minecraft Crashes When Run
And use spoiler tags
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[Solvced]Problem with String after sending to the server
Show some code?
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[1.8] Strange liquid behavior
Finite is for fluids that don't have source blocks, only quanta.
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[SOLVED] [1.8] OreDictionary Help
Absolutely. What did you think the FMLPostInitializationEvent was
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Schematics help
Re random chest contents: Go look at ChestGenHooks
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[SOLVED] [1.8] OreDictionary Help
Option 1: Wait until post-init Option 2: There's an event fired when something is registered with the OreDictionary, you can set up an event handler for that event and do whatever you need to. Also: "oreCOPPER" is wrong. No one should be registering their ores under this string.
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[1.8.9] Change recipe output based on day/night
Your recipe needs to subtract 1 from the item stacks, then if the stack size is zero, set the slot to null.
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Whitelist player names for mod features
Just as an FYI: If you plan on charging money for those features, in any way, it's illegal by Minecraft's EULA.
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