Everything posted by Draco18s
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[1.6.4]Problem with NBT, TEs and onItemUse
Probably has to do with the fact that Euler angles suck and quaternions are better. There is probably not anything you can do.
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[1.6.4]Problem with NBT, TEs and onItemUse
I use that feature to put custom values into a mob spawner placed during world gen, so that it will spawn a custom mob and at a much lower rate than the default. http://www.minecraftforge.net/wiki/Mob_Spawners
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[1.6.4] Creating new chest problem......texture {Solved}
So would I delete the TileEntityOrbChestRender class and in replace make a new class exactly like the TileEntitySpecialRenderer? You don't have a TileEntityOrbChestRender. Or if you do, you never put it in your original post and never registered it in your client proxy.
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[1.6.4] Custom Projectile detonating on character if target is within 5 blocks?
There's also World#raycast_do_do
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[1.6.4]forge install problem
OMFG. You really never passed Reading Comprehension, did you? Read that, what does it say?
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[1.6.4] Creating new chest problem......texture {Solved}
You need TileEntitySpecialRenderer. The default chest renderer is going to use the default chest texture.
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[1.6.4] Creating new chest problem......texture {Solved}
Sooo...you have an IItemRenderer But....you don't have a TileEntitySpecialRenderer
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How can I add BuildCraft mod pack to work with my custom mod?
This is why we use CodeChickenCore and install the compiled mod. CodeChickenCore does some magic that lets obfuscated mods work in the deobfuscated environment.
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Changing a block texture based on TileEntity values
You have to notify things of changes. world#notifyBlockChange(x, y, z, blockID);
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[1.6.4]How to make an item renderer use vanilla hex colour codes
You would need to GL it. Unfortunately.
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How can I add BuildCraft mod pack to work with my custom mod?
Download CodeChickenCore. Add that and the Buildcraft mod to /mcp/jars/mods Download Buildcraft API, add to classpath (/mcp/src/minecraft). Viola.
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[1.7.2] Obfuscated name issue
1.7.2 is barely deobfuscated. Most of the names aren't known yet.
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Minecraft Crashes Using Forge
[TConstruct_mc1.6.4_1.5.2.6.jar:?] Do you people even bother looking at the version of mods you're trying to use?
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[1.6.4]How to make an item renderer use vanilla hex colour codes
Ditch your IItemRenderer, you don't need it. Implement public int getColorFromItemStack(ItemStack par1ItemStack, int pass) { } In your item class. Done.
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[1.6.4]How to make an item renderer use vanilla hex colour codes
You mean like signs? Generally that's easy. It's getting minecraft to not do that that's hard.
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[1.6.4] How to rotate only the texture you sticked on block's base texture?
I do not think that word means what you think it means.
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[1.6.4]How to make an item renderer use vanilla hex colour codes
Well you've done a bunch of GL rotation, color, and translation stuff. But you haven't drawn anything.
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Wavefront files won't parse
(-{0,1}\d+\.{0,1}[\d]* *){3,4} Maybe?
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Item's onUpdate method & Containers
Personally I'd be happy with a function on Item that gets called (once) when the item is put into a container (or item frame) so that "permanent" effects can get cleared without having to make every effect a potion effect (or similar) that ticks separately. Instead I check to see if the player has an inventory open (that isn't their own, unless creative) and revoke whatever bonus the item gives, so that if the player DOES put the item into the chest the effect doesn't linger inappropriately. Which just leaves item frames.
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Add an item's spawn damage value
Actually, onCreated is only called after crafting. It's not called when generated as dungeon loot, pulled out of the creative menu, or when using the /give command. setDamage(new ItemStack(this), 99); obviously won't work as every stack in your inventory is its OWN stack. That item stack doesn't stick around very long. The only method I know of is to wait until the item receives an update tick OR in the addInformation method.
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[1.6.4]How to make an item renderer use vanilla hex colour codes
Yes. int hex = 0x123456; int r = (hex & 0xFF0000) >> 16; int g = (hex & 0xFF00) >> 8; int b = (hex & 0xFF); (If you need floats, rather than ints, divide by 255)
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Attempting to limit classes via crafting
ItemSword is already set up in such a manner. So is ItemArmor. You're still going to need to write out a recipe registration for each one, though.
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[1.7.2] NBTTagCompound mappings
Pretty sure it was simplified to getTag. I recall seeing that somewhere. Also, check http://www.minecraftforge.net/forum/index.php/topic,15275.0.html
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[1.7.2] Syncing up Data Between Client and Server?
Nope. None what so ever. Can't be done. Oh wait, existing thread right on the first page.
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Item's onUpdate method & Containers
Tricky, but doable.* Also annoying (player perspective) when you pick the item up and it vanishes. *Use world.getWorldInfo().getWorldTotalTime() there are at least two other "time" methods, neither of which is the one you'd want. WorldTotalTime is tracked by how long the server (or single player instance) is active.
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