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Everything posted by Draco18s
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I don't know. It's trying to set the instance of the one mod to the other mod's instance. You should probably set both mods up the same (one's using a bunch of strings in its own class, the other is using references from a third class).
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[me=Draco18s]sees no code. Shrugs and leaves.[/me]
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onUpdate is called for ALL inventory items. onEntityItemUpdate is called for dropped items. You'll need to use both to insure that the effect is removed.
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Unless the xxx to go number gets larger with each printing of it, there's nothing to worry about.
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[Half-Solved]1.6.4 Forge OBJ Block Texture, and Not Solid
Draco18s replied to SuperHB's topic in Modder Support
Make sure your directory and file names are EXACT including upPer And loWeR casE. -
[1.7.2]Find Player's spawn point instead of the global one
Draco18s replied to spda's topic in Modder Support
if (coordinates != null) { coordinates = par2World.getSpawnPoint(); Uh. -
[Half-Solved]1.6.4 Forge OBJ Block Texture, and Not Solid
Draco18s replied to SuperHB's topic in Modder Support
Colons are automatically converted to slashes when it loads textures. It's looking in "assets/dwadventure//textures" which doesn't exist (see the //?) -
You need to listen to ore dictionary events. Here's how I did it: public class EventHookOreRegistration { @ForgeSubscribe public void entityAttacked(OreDictionary.OreRegisterEvent event) { if(event.Name.indexOf("ore") >= 0 || event.Name.indexOf("gem") >= 0) { MapsBase.oreBlocks.add(event.Ore); //oreBlocks is defined in the base mod as a new ArrayList<ItemStack>(); } } } Also, use ArrayLists instead of static arrays, as then the array size is dynamic so you don't have to worry about making sure you have room for mods that load after yours (also, for blocks, use Block[] not Object[] if you're ever going to do it that way).
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player.openGui(ExoWorld_Client.instance, GuiRegistry.guiCharacter, Minecraft.getMinecraft().theWorld, (int) player.posX, (int) player.posY, (int) player.posZ); ...You know the player has a worldObj right? Not to mention that that function makes no frakking sense. It takes in a packet, then it turns the packet into an input stream, and then does nothing with it.
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How are you building your model?
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[Half-Solved]1.6.4 Forge OBJ Block Texture, and Not Solid
Draco18s replied to SuperHB's topic in Modder Support
Remove this from your block. You don't need it. If you think you do, you don't, and remove all references to it. It will only cause problems: public void Render(TileEntity par1Entity, double x, double y, double z) { GL11.glPushMatrix(); GL11.glTranslatef((float)x + 0.5F, (float)y + 0.5F, (float)z + 0.5F); FMLClientHandler.instance().getClient().renderEngine.bindTexture(new ResourceLocation("dwadventure", "/textures/blocks/EleventhTARDIS.png")); EleventhTardis.renderAll(); GL11.glPopMatrix(); } As for its nonsolidity: Your problem is because Minecraft will not let you create block bounds that extend past a full block in any direction except Y. As for your texture: Minecraft.getMinecraft().renderEngine.getTexture(tardisTexture);// dont create them here, create them in your constructor and save a reference as a member variable please FMLClientHandler.instance().getClient().renderEngine.bindTexture(new ResourceLocation("dwadventure", "/textures/blocks/EleventhTARDIS.png"));[/quote] "Don't create a texture here" just prior to a line creating a new resource location instead of using the saved one. Lawl. Have you checked that it's actually able to find your texture? -
ItemStack#getItem()?
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[Half-Solved]1.6.4 Forge OBJ Block Texture, and Not Solid
Draco18s replied to SuperHB's topic in Modder Support
[me=Draco18s]cannot locate any code or visualization of the problem.[/me] [me=Draco18s]determines that he cannot help and leaves.[/me] -
Sounds like a color is not getting cleared from somewhere. (Personally I have alpha transparency issues: that is, I cannot make my particles fully solid without revoking transparency entirely, where I'd like to have a gradient)
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[1.6.4] Creating new chest problem......texture {Solved}
Draco18s replied to ASHninja1997's topic in Modder Support
Main.orb_crystal_chest is probably the null object. Check on that. -
It's called the Magic of glRotate~
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Seriously, no one knows.
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Not sure you can...you could certainly make a very thin, fully solid top surface and if an item collides with it, just reposition the item to below that barrier.
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EntityPlayer mismatched function names
Draco18s replied to TheGreyGhost's topic in Support & Bug Reports
There's a "force change" command. I just don't remember what it is. And last time I tried to ask, I was ignored. I've had to use it to push a change to the javadoc for an already renamed function.