Everything posted by Draco18s
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setBlockHarvestLevel isnt working
Just FYI: setHardness doesn't actually effect which pickaxe you can mine a block with. You can set the hardness to 400 and leave it at canBeHarvested by wood and you will be able to harvest it with wood.....eventually.
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Flickering Texture bug
This probably isn't related, but you have a typo here: if (energyStored >= 0 && energyStored <= 100) { //what happens at 200? worldObj.setBlockMetadataWithNotify(xCoord, yCoord, zCoord, 0, 3); } As to your issue: Client-server disparity. You need to implement getDescriptionPacket (if I am recalling the method name correctly) and onPacketData. What's happening is that your server-side tile entity is changing the block metadata to not-zero and the client sided tile entity is changing it back....because it doesn't have the correct energy values! This is why it flickers any time it changes from 10% to 20% or back: changing the metadata to what it already is doesn't send an update packet.
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[1.6.4] How to change an item texture according to the player's armor?
registerIcons is run once when the game loads, you're in the wrong function.
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[Solved]NBTTagCompound editing all smp players
Mmmmm~ Static properties. <3
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Coding standards
Do whatever you want. No one's going to see it. The only standards I can think of come to how you name your items/blocks ("modname.[item|block|entity]name") but that's more for "convenience of inter-mod compatibility" than anything (ie. ingots, ores, dusts, gems, etc.).
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[1.7.2] [Solved] How to override/remove vanilla recipes
is.getItem() == Items.lead ?
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Help Needed!
Thread title: "Help Needed!" Me: "And I have no idea what they're doing, what version of Minecraft, so I'm just going to ignore it." Per your question: Probably can't.
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[solved posted answer in thread]Texture overlay?
https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/item/ItemArtifact.java Look at getIcon() and requiresMultipleRenderPasses(). I'm pulling data from an NBT to determine which icon, but the basic method is there.
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[1.7.2]Registering a block/item
Don't overdo it man, this is not a gradle question Things have changed violently enough with the move to Gradle that I almost feel like we should have a 1.7 subforum. People asking vague questions and not posting what version they're using is only going to lead people to supplying bad answers, which is why I've been trying to direct all 1.7 questions into the Gradle subforum. The only people who have those answers are likely reading that board. Examples have been like "where do textures go now?" with no version information. That question is just as valid for 1.5 as it is to 1.7 based on when the asker was last modding (did they drop out and recently come back and pick up 1.6.4 or did they just migrate from 1.6.4 to 1.7?).
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[1.7.2]Registering a block/item
Gradle questions should be posted in the Gradle subforum.
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[1.7.2]Registering a block/item
...GameRegistry...? Also, I have no idea what version of Minecraft you're targeting.
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[solved posted answer in thread]Texture overlay?
Leather armor renders two textures. The first one is the colored part, the second one is an overlay to put back the "still supposed to be brown" parts. You can do it with any armor texture you'd like, if you set up your armor class the right way. Now then, what texture object are you trying to mess with, all of them are handled differently.
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forge 1.6.4 is unhappy
It might be muted by default. I know the Forge team can tweak settings (there's a pre-supplied mutliplayer server listing, for example). I don't run with headphones on in my dev environ 99% of the time anyway, so...
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[1.6.4] cant open custom gui
public class indestructibleTools { public static indestructibleTools instance; Your variable, here, instance is going to be null, forever. You aren't setting it and Forge can't find it because you didn't put @Instance above it. So when you try and pass it to the openGUI function, it vomits a null reference error at you because the variable you passed was null. Even following a tutorial you should have gotten the annotation. You really ought to go learn a little more Java.
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REALLY weird out of memory crash
Bingo.
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[1.6.4] cant open custom gui
public class indestructibleTools { public static indestructibleTools instance; Where's the @Instance annotation?
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REALLY weird out of memory crash
public void renderBlockWire(TileEntityWire tl, World world, int i, int j, int k, Block block) { model = new ModelEnergyWire(); That's why. You're not bothering to save the model between frames. You're making a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a new one, a ne--error: post too long.
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Getting a players skin and using it in a resource location
That's because you need a player reference. The method is not static.
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[SOLVED] [1.5.2.] Custom Mobs /w Custom Sounds.
Its an event handler class.
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[SOLVED] [1.5.2.] Custom Mobs /w Custom Sounds.
- [1.6.4] GUI Help Please
Ok, here's a container I have https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/block/BlockPedestal.java https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/entity/TileEntityDisplayPedestal.java https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/client/GuiContPedestal.java https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/inventory/ContainerPedestal.java I think that's everything except the custom slot (it is just set to allow only certain item types)- TileEntity render change all at once not individually
That should work.- Chaning block texture
Changing the texture isn't guaranteed to make the block update visually. You will need to cause a block update (world.scheduleBlockUpdate) or vanilla won't know that something changed.- TileEntity render change all at once not individually
Can't help you without seeing the new code.- [SOLVED][Other quest.]render an item on a block
and if I want to render the item as a sword rendered in hand. full3d. This is great, but if you could help me with that, that would be amazing Above code does render in 3D. Because I'm rendering an item entity which (in vanilla) is a 3D object. See? http://s2.postimg.org/9u6haor3t/2013_09_28_14_38_32.png[/img] - [1.6.4] GUI Help Please
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