Everything posted by Draco18s
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Skin Randomly changed while Modding?
I like the "random skin" effect. It makes me chuckle when I end up with one.
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Cure Potion Effects with Item
Yes, but it doesn't hinge on updating Forge.
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Game crashes after starting to add tile entity
Caused by: java.lang.ArrayIndexOutOfBoundsException: 6005 Your block ID is too high. Make it 4095 or lower.
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1.6.4 creating a constructor to add recipes
Your code would function exactly as desired.
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Update block when specific metadata is reached?
updateTick() And updateTick is only random if you have random ticks enabled. You can also use onNeighborBlockChanged. The answer to your question actually depends on the answer to another question: When are you changing the metadata?
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[1.6.4] Storing and Later Using Mob NBT Data in an Item
NBTdata is just key->value data storage that is automatically saved to disc when the game is shut down (or the chunk is unloaded, etc.) NBTdata can hold any simple data type (int, double, float, string, etc.) including arrays (int array, etc.), as well as NBT tags and NBT tag lists (an array of NBT tags) I believe the key name is required to be a string, but other than that, you're free to go hogwild. For example, I have one mod that stores item functionality in NBT data, so that the mod can hold millions (probably several hundred million at this point) of items in a single item ID (actually, 21, due to armor slot/material combinations required to be paired at construction). Then I have another mod that stores image data as arrays of integers.
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Cure Potion Effects with Item
It'll also let you know when the function your trying to use doesn't match the function that exists. Like I saw one guy do: getIcon (init pass, IconRegister register) { } Because I told him he needed to register, then return, a second icon.
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mcmod.info location
The mcmod.info file goes insize your compiled zip, after you reobfuscate. It doesn't do jack diddly squat inside your eclipse project AFAIK.
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[1.5.2.] Unknown Imports
Ignore the imports. Fix the actual code and then do the imports using Eclipse (ctrl+shift+O)
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1.7.2 texture for entitys
/resources/[same/path/as/1.6.4]
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[1.5.2] Mob modding
"Standing still" is the lack of code. You don't have to do a damn thing to get something to stay still. Turning around is controlled by an AI task, I believe its called EntityAITaskLookAt or something similar.
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1.6.4 - Clear (bad) potion effects?
The setPotionEffect on food items is a "this item will apply this potion to the entity that eats it." The food itself is not afflicted with the potion effect.
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1.7.2 texture for entitys
Do you know where textures go in 1.6.4? You need to do the same thing in 1.7, only now it's inside that resources folder. You can't just stick textures any old place and expect Minecraft to find them with magic.
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[1.5.2.] Unknown Imports
What are you trying to do? Why are you trying to read another mod's source code? What is your goal?
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Class Not Found Exception when I try to run my compiled mod
Check the zip file's construction. Make sure that it has the correct folder structure; the most common reason for this crash is that your mod wasn't zipped correctly.
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Spawn an entity or particle where the player's right hand is?
player.getLookVec() and some trig.
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1.6.4 - Clear (bad) potion effects?
Given that potion effects only effect entities, I am not sure what you're trying to do here.
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1.7.2 texture for entitys
Remove the slash. You don't need it. The colon is automatically converted into a slash (among other things).
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[1.7.2] Progress on unobfuscation?
I am not sure how its being handled. I only know how it was done previously, but I do not know if things have changed or not. Assuming they haven't, then you'd need to log into the #minecraftforge channle on esper.net IRC and start a conversation with MCPbot http://mcpold.ocean-labs.de/index.php/MCPBot
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118 items in one id
http://www.minecraftforge.net/forum/index.php?topic=10438.0 http://www.minecraftforge.net/wiki/Metadata_Based_Subblocks#MultiItemBlock
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1.7.2 compatibility
Every. Single. Gorram. One. Do you not read the news?
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[1.7.2] Changing a block at an (x, y, z)
Probably the same way. Except that that function likely isn't deobfuscated yet. You need to look for a function that returns void and takes 6 integers as an input.
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Blocks always leaving errors
Of course 9003 is out of bounds. Block IDs cap out at 4095.
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[1.7.2] Progress on unobfuscation?
Deobfuscation happens slowly, as it requires uses determining what a function does, or what a variable is for, then reporting it back to the deobfuscation team (through MCPbot, usually).
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[1.5.2.] Unknown Imports
They ran reobfuscate when they compiled their mod. Those are the names of vanilla classes when you run it through the launcher.
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