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Draco18s

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Everything posted by Draco18s

  1. What version of Minecraft? If 1.6.4 (and below) don't worry about it, just use a config file like everyone else.
  2. Listen for the openGUI event, then supply a different GUI if the one the game wants to open is the regular inventory.
  3. Bingo. What you should do in your getIcon method is check for out of bounds and return a default icon (icons[0] is a good choice, so is null) just in case something like this happens.
  4. This will be of interest. https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/block/BlockPedestal.java https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/entity/TileEntityDisplayPedestal.java
  5. Metadata ranges from 0 to 15. Your icon array ranges from 0 to 13. Take a WILD guess.
  6. Yes. Because all blocks are items. Ergo there needs to be more slots for items than for blocks.
  7. Please use a different image hosting service like http://tinypic.com/ or http://postimage.org/ Your native Thailandian one won't give me more than the top 20 pixels. In any case: you have not specified a texture file.
  8. You're doing something wrong.
  9. You will also need to find a way to remove the enchantment when they're no longer holding it.
  10. If you use any form of non-API checks to see if a mod is loaded before you call the API then it's not. https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/worldgen/PlaceTraps.java Check line 251.
  11. I don't think you're going to be able to do this.
  12. OH GOD WHY. Use this: par1World.playSoundEffect(x, y, z, "example:wand", volume, pitch); Try: event.manager.addSound("example:wand.ogg");
  13. All language files are automatically loaded for you.
  14. TexutreManager#bindTexture
  15. Wow, that actually worked, thank you so much. Now does anyone know how to fix the names of the blocks and Items? Language files. Just create a file in /assets/lang/ called en_US.lang and put: nameYouSeeInMinecraft=NameYouWant
  16. Ah yes. I tend to remember things in vernacular and use the IDE code hinting features to get the name I'm trying to use.
  17. You're going to need to use debug statements to figure out why. I can't help you do that.
  18. Yes. And don't forget a push and pop matrix, if you don't already have one (you should).
  19. Probably because getNearestEntity() can't return null. If it fails to find a target that's not already targetted, it's going to return the last one it checked.
  20. The solution is now a bit different too. You just have to make a change in your code and it will be fine.
  21. Bad modder, no cookie. Don't use the LanguageRegistry. Use lang files instead. So much better. And they're easy, to boot. Just create a file called en_US.lang inside /assets/lang/ and add whatYouNeedTranslated=what it should be: entity.Artifacts.SpecialArrow.name=Arrow Done!
  22. Also mod_MinecraftForge will break under certain conditions. If you do want to declare the dependency, use just "Forge" (no quotes).
  23. Bad modder! No cookie! That function is no longer an override. public int tickRate(World par1World) { return 6000 + par1World.rand.nextInt(100); } Magic!
  24. Delete the Forge log, then run the game, then copy and paste the entire contents of the forge log here.

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