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Draco18s

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Everything posted by Draco18s

  1. Ok, at this point either: a) it will work or b) there will be a console error telling you what image could not be found. Do double check that your meta files have the exact same name as the png, but with ".mcmeta" on the end, after the ".png". Bad: fireBlack_Layer0.png fireBlack_layer_0.png.mcmeta //missing _ fireBlack_layer_0.mcmeta //missing .png fireblack_layer0.png.mcmeta //different casing Good: fireBlack_Layer0.png fireBlack_layer0.png.mcmeta
  2. @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { if(type == IItemRenderer.ItemRenderType.ENTITY) { GL11.glTranslatef(-0.5F, 0.0F, -0.5F); this.render.renderTileEntityAt(this.entity, 0.0D, 0.0D, 0.0D, 0.0F); } } I do not see a case for type == IItemRenderer.ItemRenderType.INVENTORY
  3. Would you mean this class: package com.wolfamaril.coloredflame.block; public class BlockFireColoredBlack extends BlockFireColoredBase { public BlockFireColoredBlack() { super(); this.setBlockName("fireBlack"); } } Because if so, I do not see any calls to set the texture name.
  4. When you aren't even calling setTextureName, even after I tell you twice what you need to do so, I can't tell you what string you need to use to fix a missing texture problem. You're using getTextureName in your IIcon registration, ergo you need to use setTextureName.
  5. You didn't show your ItemRenderSuperWorkbench class
  6. Use other methods before resorting to try/catch. Try/catch is pretty resource intensive compared to "if(str != null)"
  7. Try digging into the vanilla crafting handler. It has a way to detect if the recipe inputs have a bucket-of-material and if so, to leave an empty bucket in the crafting grid.
  8. That array list is likely the list of item stacks that are valid inputs for the given slot. Remember that the ShapedOreRecipe and ShapelessOreRecipe are classes that use OreDict strings instead of item stacks, so that mods that add various new woods, ores, and so on are all intercompatible.
  9. Buckets are returned automagically by the vanilla crafting system. Warning: it returns one bucket. If a recipe needs two (or more) those have to be handled with Forge Events. With what you're doing, you're likely going to have to write your own crafting handler and include a second output slot for the buckets. Do note that there are other (mod) recipes which deal with similar things, such as tools, that will also not-work with your current setup (e.g. RedPower's hand saw, IC2's hammer).
  10. And I certainly do know how. I'm just not going to write your code for you. I've made several mods which involve textures.
  11. Because that would require that I instruct you on the basics of Java. At which point I point you at my signature.
  12. The brewing stand is...complex and obfuscated to say the least. Brewing recipes basically work on a series of bitwise operators, each ingredient performing a given action to flip the desired bits so the end result is the output potion's damage value. Good luck mucking around with it.
  13. Because you never tell it what texture to use.
  14. http://www.minecraftforge.net/wiki/Icons_and_Textures#Texture_Code
  15. They're variables like any other variable. Use them as variables that have values and do whatever you want to.
  16. The block class is a singleton class (HEYO) so you're going to need a tile entity for this.
  17. Because you never tell it what texture to use.
  18. nbt.setInteger("MyCooldown",400) ?
  19. Hehe. I had that exact same problem, but with a loop yesterday.
  20. Is it doing what you want? No? Then yes, it's wrong. Start adding system.out () statements to see what is going on.
  21. That code, if it ran, would kill the entity that throws any splash potion
  22. Diesieben07 is basically correct. Is not impossible, i have seen a plugin mod for Mystcraft that can load a second dimension and render the view. I don't know how he did it (my method was to render the view on arrival, save it, then transmit that data when it was need).
  23. Your constructor for BlockColoredFlame never calls super. As for the crash, you overrode registerBlockIcons, but you didn't override getIcon, and BlockFire's getIcon returns an IIcon from a private array, which you didn't write into. Or allow to be initialized at all.
  24. .

    Draco18s replied to TylerCraft10's topic in Modder Support
    Now you're not initializing DarkBlock.

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