Everything posted by Draco18s
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How to change hitbox sizes on blocks?
Changing X and Z I'm not so sure. You are correct that it's fine for Y, as Fences do do that. But it doesn't work in the other two directions.
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How to make blockplacing dependent on the blocks underneath?
Is it movable by pistons? Doesn't matter if the player "must" place it, once in the world and piston-movable, the player can push it around wherever he likes. Anyway, look at blocks like BlockRail and BlockRedstone to see how they insure valid placement.
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How to change hitbox sizes on blocks?
ALERT: do not make your bounding box extend outside 1 full cube. It won't work or will behave oddly.
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[1.8]Rotating TileEntity
Ok. You have a few problems. One is not understanding how translate and rotate interact. Rotation always happens around the origin. Secondly, you haven't used the parent/child feature of ModelBase, allowing you to simplify the math by rotating the parent rather than the object directly. And oh yeah, thirdly. You can rotate the boxes directly without using glRotate.
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[1.7.10] Pumpkin texture not loading
Is your mod ID all lower case? Is your texture file name and path all lower case?
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[1.7.10][SOLVED]Is it possible to get the player who placed a block?
And only on servers not in offline mode. (Development dedicated server defaults to offline).
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[1.7.10]Brewing recipes and anvil recipes
This is what I get for posting from my tablet from a friend's house while playing Pathfinder. \o/
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[1.7.10] Picture not showing
Same with your items.
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[Solved] [1.8] Allowing a function to run while not freezing up server ticking
Long story short, take this section: while(this.energyContained > 0 && RedstoneHelper.isPoweredByRedstone(this.worldObj, this.getPos())){ //this Energy.tryMoveEnergy(this, (EntityPlayer) entities.get(i), 1); try { //this TimeUnit.MILLISECONDS.sleep(1); //this } catch(InterruptedException e){} //this } Remove both the sleep and the loop. The "onUpdate" is already a loop and already causes a delay. That's what "onUpdate" does, it runs once-every-timeunit.
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[1.7.10]Brewing recipes and anvil recipes
TileEntityAnvil in net.minecraft.tileentity
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[1.7.10] Picture not showing
Then something doesn't match. Check those file extensions. PNG or png?
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[1.7.10]Brewing recipes and anvil recipes
Note: Brewing recipes are not for the faint of heart. Anvil recipes on the other hand are stupid easy because the output is the (first) input and its class defines the second input.
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[1.7.10] Picture not showing
public void registerIcons(IIconRegister reg){ this.itemIcon = reg.registerIcon("BetterArmourAndTools:modIngot"); } "BetterArmourAndTools" is NOT ALL LOWER CASE, like your folder is. Ditto the item name ("modIngot")
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[1.7.10] Picture not showing
Spoilers, much?
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[1.7.10][SOLVED]A few questions...
Did you spawn it client side or server side?
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Use item from OreDictionary outside of Recipes?
You could also cache the result (which item slot and what item). If that item slot has the item, no need for an OreDict lookup. If not, check the rest of the inventory for that item. If that fails (or the cache was null), you OreDict check the whole inventory.
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[1.8] Allocate more ram to mc
What on earth are you needing to do that for?
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[1.7.10] [SOLVED]Get Light Level being cast upon block
Note: Getting the light value for the current block's location and the block is opaque will return 0 because the block is opaque. You will need to get the light levels for the six surrounding blocks instead.
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[1.7.10] Crash when killing mobs with nothing in hands.
Null pointer exception on line 1.
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NBTTagCompound and String Array
An array is a simple enough object that you can iterate over to access each element with a unique index and strings are savable. So yes.
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[1.8] Rendering Tips & Tricks needed
I'll note that you might be able to get vanilla to render an item by creating an EntityItem and telling the rederer to render it. (No need to spawn it in the world). It'll have more overhead than some other solutions, but it's a straightforward way to get the existing systems to do what you want as long as you can supply the necessary object. It's how I did it for a display case like block in 1.7.10 and I'd wager that it'd still work in 1.8, due to the ease of creating an EntityItem and the fact that such entities need to be independently rendered (like all entities).
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[1.6.4/1.7.10] help with modding a boss
Pretty sure every mob defines its own attack. Why don't you take a look?
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[1.6.4/1.7.10] help with modding a boss
P.sure you need to do something like extend EntityMob and give it something to do ( tasks ).
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[1.7.10] Add to variable on item pickup, then delete the item?
First attempt: You could just cancel the event (prevents the pickup) and kill ( setDead ) the entity. Second attempt: That is not how you compare item stacks. And also what I said about the first attempt.
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[1.7.10]Modeling/Rendering problems
IPS spam blocked by CleanTalk.
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