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Draco18s

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Everything posted by Draco18s

  1. 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?
  2. 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.
  3. 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.
  4. I ♥ Reading
  5. And now you know why I use lower case for everything asset related and tell new modders to always use all lower case for their assets, double and triple check.
  6. Enderman teleport I think is 64 or 128, but it's spread across a fairly wide area. 100k is orders of magnitude larger.
  7. 1) Don't use string compare. Use integers, they're faster. 2) Don't use a single packet handler. Split it up into a server and a client half, this keeps your code clean. 3) Here's why it's slow: for (int i=0; i<100000; i++) {
  8. (Slight difference in the kind of entity, but I had a similar section of code already open)
  9. At this point I don't know.
  10. No, where you Register your Renderers. With the RenderingRegistry. And you're going to need a common and client proxy at some point, or your mod won't work on servers.
  11. And client proxy?
  12. Sounds like you have an entity, but don't have a renderer.
  13. You're not even listening to me, are you? The code I posted is from VANILLA'S ItemHangingEntity class. I included it so you could see what the problem was. You were not supposed to ADD IT to your code. The only way to "fix" your problem is probably to duplicate the ItemHangingEntity class (and in all likelyhood, several other classes) and modify them to suit your needs.
  14. Either: In the registerIcons function use: this.blockIcon = Block.dirt.getIcon(0,0); //for dirt Or: In the constructor use the unlocalized block name: this.setTextureName("minecraft_dirt"); //I'm probably not right on the string, you'll have to look it up
  15. It's the class passed to ItemHangingEntity's constructor. Mojang didn't use reflection to just create a new instance of the class, which is kind of unfortunate.
  16. 1) Get the tile entity at the location (hint: EntityPlayer#getLookVec()) 2) Create a new, blank, NBT tag 3) TileEntity#writeToNBT()
  17. Also see EntityPlayer#getLookVec() and World#raycast_do_do()
  18. Mob behavior should probably be the latter, not the former. I was able to, however, implement some version of composition on top of the Item system. My last count (which was an estimation anyway) was 67 million combinations allowable.
  19. I know what the problem is. ItemHangingEntity doesn't take arbitrary classes. It looks like it does, but it doesn't: /** * Create the hanging entity associated to this item. */ private EntityHanging createHangingEntity(World par1World, int par2, int par3, int par4, int par5) { return (EntityHanging)(this.hangingEntityClass == EntityPainting.class ? new EntityPainting(par1World, par2, par3, par4, par5) : (this.hangingEntityClass == EntityItemFrame.class ? new EntityItemFrame(par1World, par2, par3, par4, par5) : null)); }
  20. Why are you using Timer? There's a perfectly good TickHandler.
  21. Have you considered this?
  22. Yeah, you have to copy the render stuff too. Like I said, failing of the Object Inheritance Model. You might be interested in this topic.
  23. The problem is that "center" isn't a property of a model. It's an idea.
  24. Diesieben07 has some advice for you. I can't tell where the problem is, even though I know what the problem is. Because forums are bad at autoformatting.
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