Everything posted by Draco18s
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[1.8] iv been trying all day! please tell me what im doing wrong!
Can't find class: com.shaharcoolmen.randcommands.proxy.CommonProxy I don't think you set up your proxy right and I'm not downloading you're entire mod off Mediafire just to look at it.
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[1.8]Don't you just love updating?
Fur the love. .. Its a No Such Field exception. Fukin read.
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[1.7.10] Custom Tile Entity Renders with Different Shade than Original Texture
World implements IBlockAccess. Your TESR should have access to your TE which has a worldObj
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Concept of Layers in Terrain Generation
Which is what a box blur is. But it explicitly deals with pixels. If the height map thing isn't stored in a grid, then the boxblur doesn't make any sense.
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[1.7.10] Problem rendering model in ISimpleBlockRenderingHandler
If you call draw() to reset, you need to end your function by calling startDrawing, or the next thing Minecraft tries to draw won't have an active tessellator (it gave you one and you ended it without starting a new one).
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1.4-1.5 decompile not working?
Dreamweaver -> Find and Replace All -> In Folder That'll get the common ones like setBlock and such. Then just keep telling it to look for func_ or field_ until you can't find any more. And yeah, it's a pain in the butt.
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1.4-1.5 decompile not working?
The files its trying to download no longer exist on that server. There are ways to fix it, but it's a pain in the arse (I did it once and have no interest in trying to duplicate it) so you might be better off using JD GUI to decompile your mod (the zip or jar you put out). That'll get your code to a readable state and the vanilla code to SRG names (which you can do a lookup for).
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Concept of Layers in Terrain Generation
Apply a box blur across your biome height map. It'll soften the edges and provide some transition. That is, if that grayscale image was your height value, blur it. But basically, this is why vanilla has technical biomes like Extreme Hills Edge and Mushroom Island Edge.
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[1.7.10] [SOLVED] TileEntity not saving to disk properly
Not really. I make use of the "tag doesn't exist, so it returns 0" functionality all the time. Mainly because I'm taking that value (0 is a legitimate value) and increment it (or whatever), and shoving it back into the NBT. If you really care, use NBTCompoundTag#hasTag
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Custom Quartz Blocks
Did you register the block as having an ItemBlock? E.g. GameRegistry.registerBlock(blockOreFlowers, ItemBlockOreFlower.class, "ore_flowers"); Because if you didn't, you won't see their names. And if you do, it'll crash (because you're telling the game it has 16 sub items and your ItemBlock class only has 3 names. As soon as it tries to get the name for meta-4 to 15, it'll ArrayIndexOutOfBounds on you).
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[1.7.10] [SOLVED] TileEntity not saving to disk properly
None the less, it's still crappy code. I always new-line and indent stuff like that unless it's simple crap.
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Custom Quartz Blocks
That's not an answer to the question I asked.
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[1.7.10] [SOLVED] TileEntity not saving to disk properly
He's not actually. I thought so too, but they're actually just inside the new Object[]{...} chunk.
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Forge server error java.lang.NullPointerException!
Null Pointer Exception
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Forge server error java.lang.NullPointerException!
WHERE is the NPE? You can at least copy/paste the error so we don't have to download the 2 MB log file from Mediafire.
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Custom Quartz Blocks
Ok, and what's the problem currently? Those classes look fine.
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[1.7.10] Tesselator opacity
Well, you have two problems. 0) The tessellator doesn't give a shit about transparency, that's a GL thing. 1) You never tell it what blend function to use 2) Your UVs are fucked up. te.addVertexWithUV(xOff, yOff+1, zOff, 0.3, 0.1); te.addVertexWithUV(xOff, yOff+1, zOff+1, 0.7, 0.1); te.addVertexWithUV(xOff+1, yOff+1, zOff+1, 0.3, 0.1); te.addVertexWithUV(xOff+1, yOff+1, zOff, 0.3, 0.1); Let me distill this down into the important information. Removing Y entirely. Making xOff and zOff equal to zero. Multiplying the UVs by ten to reduce textual chaos. (0, 0) : (3, 1) (0, 1) : (7, 1) (1, 1) : (3, 1) //again (1, 0) : (3, 1) //and a third time
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Custom Quartz Blocks
Ok, for one, you didn't implement getUnlocalizedName anywhere. It goes in the ItemBlock class. Instead you're using getItemStackDisplayName, which is supposed to return the localized name (and you're not using StatCollector.translateToLocal ). You don't want that. As for the block not getting registered, I don't know, you didn't include your main class!
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Custom Quartz Blocks
@Override public String getUnlocalizedName(ItemStack itemStack) { return "item." + names[itemStack.getItemDamage()]; }
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Custom Quartz Blocks
You need an ItemBlock for that.
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Getting a Reference to a Specific ItemStack
When the GUI first opens you should be able to get the reference from the player's held item (that is what opened the GUI...) and save that reference. That said, good fucking luck making sure what you just described works.
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Get block of other mod
Loader.isModLoaded ("MOD_ID") Should be what you should do. If that's true, do stuff.
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Creating a changing damage help
The NBT classes are just a unified way for Minecraft objects to serialize data. Serialized means that it can be written to disk. You can store all of the simple data types (integers, floats, strings) as well as NBT objects.
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[1.7.2]Making a Config File
You'd have to delete the old one too If you absolutely need both classes, you have to full-path one of them when you use it.
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[1.7.10] TileEntity issue
Add this line anywhere the inventory changes: if (worldObj != null) worldObj.markBlockForUpdate(xCoord, yCoord, zCoord); That tells the server it needs to send the changes to the client.
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