Everything posted by Draco18s
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[1.7.10] [SOLVED] Changing the Texture of Redstone
This class, if I am remembering correctly, is a modified version of the redstone renderer. https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/client/RenderLaserBeam.java It's got some alterations to handle "corners" as pluses and to render "into" glass and other transparent blocks that don't actually interrupt the beam (but in which it can't occupy due to the cellular automata nature of Minecraft). But it might help you get started.
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Breaking block when there is nothing underneath...
That would outright destroy your block (which is fine, snow layer does this). If you wanted it to drop stuff (torch, tall grass, etc.) you'd want to make the block break instead.
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Breaking block when there is nothing underneath...
Or check that the block below does not have a solid top surface. Passions could push a non-air block under it.
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[1.8] Don't know how to convert <blockstatedata> back into data...
You don't have the convert-from-meta-to-state or the convert-from-state-to-meta functions. Vanilla isn't magic.
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Help, method in EntityLivingBase is not public
Pretty much
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[1.7.10]Help with this suggestion
Make another mod that does something else. You're dealing with a rather complex problem with your idea and you should get the basics down first.
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[1.7.10]Help with this suggestion
That picture is text, you could have just pasted the text. As for your idea: that sounds a lot like Tinkers Construct. And if you don't know how to do it, you need to do other things and come back to this idea later.
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Teleporting to Block
Ok, I said that, because when I was doing my artifacts mod, I had to send a packet from there, even though it did run on the server.
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Teleporting to Block
onItemRightClick is a client sided function. You need to use packets and tell the server to move you.
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Check if player placed this block
Ha. Good friggin' luck. You'd be better off creating your own stone block and doing a wholesale replacement of the vanilla block. Then you could use the metadata for things like that.
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[1.7.10]Light value?
To err is to be human. To really fuck up, you need a computer.
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Help, method in EntityLivingBase is not public
IExtendedEntityProperties
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Need help understanding Metadata items using @SideOnly
The vanilla Item class already has SideOnly (client) on it. Redeclaring it isn't going to fuck up anything, and neither will leaving it off. Nothing in vanilla code calls getIcon when running a dedicated server. There is NO rendering code on the server, so all rendering related calls are client-side-only and marked as such.
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Help, method in EntityLivingBase is not public
Calling that function isn't going to do you any good (see below). As soon as the entity gets another update tick, its air supply will reset. I told you to use IEEP to track "your" air. Which means replicating the effects of that private function on "your" data. if (this.isEntityAlive() && this.isInsideOfMaterial(Material.water)) { //stuff } else { this.setAir(300); } No matter what you do to the air supply of an entity, if it is not in water, that air supply value will ALWAYS be reset.
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[Solved]Having coders block cant figure out what im doing wrong?[Solved]
You need to store "mode" in the ItemStack's nbt, or it's going to reset every time that function is called.
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Material.water help
Its done in the entity class and you can't duplicate the effect you're looking for. Use IEntityExtendedProperties, track the air amount there, and do whatever render effect you want manually.
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[1.7.10] Prevent Item From Falling in Liquid
Possible. As I said, I haven't really looked into it, but you might be best off completely overriding onUpdate (copy all of the code from super and then edit as needed).
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[Solved]Having coders block cant figure out what im doing wrong?[Solved]
Local variable is local.
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[1.7.10]Light value?
<Nitpick> Actually the result there would be 0, because neither of those numbers (7 or 15) are floats. </Nitpick>
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[1.7.10] [SOLVED] Problem with list for tasks.
I don't understand this part. Post this code
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[1.7.10] Prevent Item From Falling in Liquid
I included two lines, but you really only need to do one thing. (Note: I haven't done something like this myself) Try public void onUpdate() { Block blockBelow = worldObj.getBlock((int) Math.floor(posX), (int) Math.floor(posY -1), (int) Math.floor(posZ)); if(blockBelow instanceof BlockLiquid){ this.motionY = 0.03999999910593033D; } super.onUpdate(); }
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[1.7.10] Prevent Item From Falling in Liquid
You know what the code does. You know that the code runs. What do you have to do such that when the code does what it does when it runs will it have the effect of stopping the motion?
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gradle problems.
Haha! You have to type! I made a batch file and just double-click
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[Misc]Mod Options
Neither are ones I've used. And I am sure that they are helpful!
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Execution failed for task ':compileJava'
Oh good, you didn't press this button. (Spaceteam has such silly controls, took me forever to find that one and was the one I wanted to put behind my first link).
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