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Draco18s

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Everything posted by Draco18s

  1. Chunk.getBiomeArray() will return a reference to the per-block biome data.
  2. par2EntityLivingBase.getCurrentItemOrArmor(1) If that slot is empty, what will it return?
  3. It's not BECOMING null, it hasn't ever been SET YET. The variable DOES NOT EXIST for you to see if it is not-zero. Order of operations, dude. if(par1ItemStack.stackTagCompound.getInteger("myRandomNumber") /* != */ == 0) { THIS WILL FAIL BECAUSE stackTagCompound IS NULL RIGHT NOW.
  4. Given that almost no one makes mods using maps (I've seen one other, ever) I don't think you'd have "tons" (under the assumption that it is a real issue). Anyway, thanks for the link. Except I still don't know how to tell Java that it should be True, not False.
  5. Well...if you never right-click it (which checks the nbt tag for null and if it is, sets values) what did you EXPECT to happen?
  6. Which would either be: Forge My Mod I don't know how I would have screwed up runtime deobf. As for it not existing, the code I'm using was copied out of (a deobfuscated) ItemMap. I don't know how or how to read the result. If you have any links that would help me in that regard, that'd be great. And yet, 1.7 isn't done yet.
  7. He already told you where to look. As for if it will actually work or not, test it for yourself and find out. I put musical notes in a chat message once. So I'm pretty sure it'll work. If it'll be legible is a different question.
  8. Changing it by how much? White is 16,777,215
  9. If you mean actual subscripts you might have to resort to Unicode. http://en.wikipedia.org/wiki/Unicode_subscripts_and_superscripts
  10. Couple of issues, though not crash worthy You have a zips/jars in the mods folder that are empty. Remove them. This mod's mcmod.info file is improperly constructed. Report to mod author. As to the crash: No idea. There's no indication to which mod is responsible for the bad call. Your best bet is going to be removing and adding mods back in to isolate it. (Fastest way is by binary trees: remove half of your mods, if the error is gone, then the error is in one of the ones you removed, if not it's in the half still left, repeat by halves until only 1 mod is left: this must be the culprit)
  11. 2014-01-05 00:32:33 [sEVERE] [Minecraft-Server] Wrong location! EntityItem['item.item.bone'/19265, l='world', x=124.15, y=67.13, z=34.96] The server doesn't like where dropped items are. It looks like A LOT of dropped items. My guess is that someone set up a loot-machine and forgot to turn it off when they disconnected and now there are tons of items on the ground. Or somebody blew up a nuke / let their nuclear reactor overheat and didn't have it properly contained. Your world is probably irrevocably lost. You can try opening the world in MCedit and selecting everything and deleting all entities and see if that will let the world load. Depending on how good MCedit is (or isn't) it may (or may not) preserve blocks from mods. Last I used it, it couldn't handle IDs above 255. But that was a while ago.
  12. Block.blocksList[someID]
  13. Look at vanilla. Specifically in the Block class. Look at how it defines each block.
  14. Can't search the forum yourself?
  15. Would have to be a coremod.
  16. Suspect line is not in the class provided.
  17. Plenty. You're welcome.
  18. I'm not targeting 1.6.4, am I?
  19. Except that the mod I'm trying to ACTUALLY PLAY is NOT updated. So I was trying to recompile my own mod for 1.6.2 so I could play with it ALSO.
  20. And how to I render the entityItems when I enter the world. They now appear when I have right-clicked the container. Client-server disparity. You don't have getDescriptionPacket implemented. Assuming your TE is writing its inventory to its NBT (otherwise items would vanish on save/load), then this is all you need: public Packet getDescriptionPacket() { NBTTagCompound nbtTag = new NBTTagCompound(); this.writeToNBT(nbtTag); return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 1, nbtTag); } public void onDataPacket(INetworkManager net, Packet132TileEntityData packet) { readFromNBT(packet.data); }
  21. setTextureName(...)?
  22. Fuck the language registry. You shouldn't need it at all. Create a new text file in /assets/MODID/lang called "en_US.lang" and do this: tile.test.name=test BAM. Roasted.
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