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Draco18s

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Everything posted by Draco18s

  1. This is why diesieben07 said to go learn Java. You'd have known that implicit casting doesn't exist for the primitive datatypes.
  2. Buildcraft might use a 3D cube and a transparent texture, I wouldn't know. The ModelBase class is just a more user-friendly way of doing stuff. The guts of it still use the tessellator, but it does the math for you.
  3. Because ints aren't doubles? "The method openGui(Object, int, World, int, int, int) in the type EntityPlayer is not applicable for the arguments (LrtMainClass, int, World, double, double, double)"
  4. Actually there is a model. It might not be something that extends ModelBase, but there are still polygons there. It's called "using the tessellator" and it's a huge pain in the ass.
  5. http://www.minecraftforge.net/forum/index.php/topic,15275.0.html
  6. Did you set it to anything? Mind, you are probably not storing your block instances in your block class, but in your main class. Whip out that brain of yours and figure out what should be there* based on your own project. * BlockCrystal.instance.blockID This bit. Replace this bit. You're storing your block references somewhere, yeah?
  7. Look at the package declaration, you've put the files in a place they don't want to be. The package declaration tells you were they should go.
  8. I don't think TheGreyGhost was correct with his code. This is why I supplied my perfectly good working code. https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/client/ItemRenderPedestal.java And the client proxy: TileEntitySpecialRenderer render = new PedestalRenderer(); ClientRegistry.bindTileEntitySpecialRenderer(TileEntityDisplayPedestal.class, render); MinecraftForgeClient.registerItemRenderer(BlockPedestal.instance.blockID, new ItemRenderPedestal(render, new TileEntityDisplayPedestal()));
  9. Please show your code.
  10. Draco18s replied to AndyLun's topic in Modder Support
    Shouldn't it be [MyModName] -src (buildpath) --packages and codes -resources --assets ?
  11. You might have to. I haven't messed with it myself.
  12. It's just falling sand without the "falling" effect. Apply other motion vectors to it.
  13. If you're using a TileEntitySpecialRenderer to render a TileEntity, then your block should extend BlockContainer.
  14. You enabled GL_BLEND but you didn't set up a blend function. Add GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); just after the GL_BLEND
  15. This might help: https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/client/ItemRenderPedestal.java
  16. Alots are better than you at everything.
  17. world.scheduleBlockUpdate(x, y, z, blockID, ticks_of_delay)?
  18. You....are not using a render function that is appropriate for blocks, AFAICT. You should be using either ISimpleBlockRenderingHandler, which has this: public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { } With the world and coordinates you can request the metadata. Or there's TileEntitySpecialRenderer, which has this: public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) { } Which passes a reference to a TileEntity. In any case, both Entity and TileEntity have a public object worldObj which has a reference to the world where you can request metadata from blocks.
  19. Random question: Why do you set currentY to the block above your block, then set the smoke to appear one block above that? Second, is metadata 0 appropriate for that particular gas?
  20. The first three are position, the last three are odd. They're supposed to be initial velocity, but they also seem to effect a few other parameters as well (like color). Just put them as 0 unless you're making your own particle and know what you want those params for.
  21. There's a reason mods say "for Minecraft 1.6.4." It's because they're for 1.6.4. It still boggles my mind how many people still don't understand this. Generally speaking the last number is agnostic (a 1.6.2 mod runs on 1.6.4 and vice versa) with a few exceptions (1.6.4 specifically changed how structures were stored, so any mod that used structures had to update to work). That's it though, for cross-version compatibility.

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