Everything posted by Draco18s
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[1.7.10][Solved]How to stop my item doing this?
Show your item class. Prediction:
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[1.7.10][Solved]Getting item that is currently held by player
You can't. http://www.minecraftforge.net/forum/index.php/topic,27370.0.html http://www.minecraftforge.net/forum/index.php?topic=27608.0.html http://www.minecraftforge.net/forum/index.php?topic=14587.0.html
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[1.7.10][Solved]Getting item that is currently held by player
Called it.
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[1.7.10][Solved]Getting item that is currently held by player
ItemStack will never equal Item. Also, as soon as the player's hand is empty and that code runs, the game will crash with a Null Pointer Exception.
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[1.8] How to render an item in a block, like the item frame only shelves?
Also, here's how I rendered a container item. https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/client/ModelPedestal.java#L60-80 It only does one item (intended to be rotated flat against a top surface) but it should give you an idea of the necessary parts.
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[1.8] How to render an item in a block, like the item frame only shelves?
Its not completely irrelevant.
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[1.8] How to render an item in a block, like the item frame only shelves?
http://www.minecraftforge.net/wiki/Basic_Tile_Entity
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[1.8] How to render an item in a block, like the item frame only shelves?
You will need a tile entity for your block that has an inventory. Then you'd render each inventory element in the appropriate place based off its index.
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[1.7.10] onItemUse transformDamage? SOLVED
itemStack.damageItem(amount, player) ?
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[1.7.10][Solved]How to stop my item doing this?
To fix that problem, insure that the upload process completes.
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[SOLVED][1.8] With built JAR, it crashes with NoClassDefFoundError
Why aren't you using the provided item stack and instead creating a new one? @Override public String getItemStackDisplayName(ItemStack parItemStack) { return (MagicBeansUtilities.stringToRainbow(StatCollector.translateToLocal(getUnlocalizedNameInefficiently(new ItemStack(this)) + ".name")).trim()); }
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Minecraft functions and variables with nondescript names, p_i45853_2 and such
Note: updating some things is a right pain in the arse. Like the javadoc for an already renamed function.
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[1.8] SOLVED Textures On Tools
You never told the game what texture to use.
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[SOLVED][1.8] With built JAR, it crashes with NoClassDefFoundError
Question: What the hell is p_77653_1_, why does it have an obfuscated name, and why the hell are you using it to store a string, and why the hell is it always null?
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[SOLVED][1.8] With built JAR, it crashes with NoClassDefFoundError
Show the ItemMagicBeans class
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[SOLVED][1.8] With built JAR, it crashes with NoClassDefFoundError
Ok, show your main mod file, as some aspect of your @mod annotation is fucked up
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[SOLVED][1.8] With built JAR, it crashes with NoClassDefFoundError
Question: Why are you accessing that class with reflection and not wrapping it in a try...catch?
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[1.7.10]can you use an array in a Configuration?[Solved]
- Show FML Missing Mods Screen
Its not mine, of course, but for some reason their @Mod annotation is missing the version number. The file name contains it, but not the @mod or the mcmod.info file, so Fore assumes the version is 1.0 and given that some changes were made that my mod depends on, I can't directly say "I need Mod X version Y" in my dependencies, because Forge can't tell 1.0 ("1.2.15") apart from 1.0 ("1.2.18"). Because of this, I'm using Reflection to see if the classes I need exist, but I'm not sure how to prevent the game from successfully loading (because as soon as WorldGen happens, it'll crash).- Show FML Missing Mods Screen
Is there a way to show the "You don't have mod X of version Y" screen when loading mods, such that state detection not related to things Forge can see (cough, a mod not reporting a version number) and display a message to the user about the missing requirement? I'd much prefer to do that than throw an IllegalStateException and crash the game.- [1.7.10][SOLVED]Have Bock Drop Different Item Depending on Item Used to Break It
That method only works in Single Player. As soon as a server is involved (including "Open to LAN") it will crash.- [1.8] Multiblock is not really working
onNeighborBlockChange is a Block function, not a TileEntity function.- [1.8] Textures not working
java.io.FileNotFoundException: powerapples:models/item/DiamondApple.json- Problems with opening an editor.
Speaking of: Eclipse doesn't like opening the mcmod.info files in its internal editor. I can, but not easily, and I can't set it as default (it complains that it doesn't recognize the file type).- [1.8] Flamability
Also, most of the flamable stuff is handled by code in the BlockFire class. Blocks.fire.setFireInfo(myBlock, spread_rate, consume_rate); spread rate is the chance that a fire block not burning the target block will spread over and start burning it. The consume rate is an integer that represent 0.33% chance per tick that the fire will consume the block. Most full-block blocks are 60 or less (flowers, etc. are 100). Spread rates are also typically 60 or lower (a number > 300 is effectively "as soon as the check is made, the fire spreads over, but I never did figure out how the probability was determined, it's complex). - Show FML Missing Mods Screen
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