Everything posted by Draco18s
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[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)
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TileEntity render change all at once not individually
That should work.
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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.
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TileEntity render change all at once not individually
Can't help you without seeing the new code.
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[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]
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[SOLVED]Textures Not Working in Inventory, but do in World
Minecraft is weird. In the inventory the furnace has a metadata of 0 (obviously: it's not placed) but that renders it 180 degrees away from where it needs to in order for the front to be the rendered face (you're actually seeing the back and right side). Even vanilla has to do a kind of a hack to get the furnace to render the right way around.
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TileEntity render change all at once not individually
Specifically the TESR's model is static. He's creating a new TESR every time, as expected, and each time it's created it creates a new model, as expected, but the variable holding that reference is static.
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Vanilla Icon for modded Block, warning [SOLVED]
Actually, it doesn't. 1) The code you were instructed to include doesn't register a new icon. 2) The texture manager is smart enough to recognize icons that have already been registered and not add them to the sprite sheet a second time.
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World generator bugging
You need to multiply chunkX and chunkZ by 16, as they are chunk coordinates, not world coordinates. int x = chunkX*16 + random.nextInt(16);
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TileEntity render change all at once not individually
Mmm~ Static properties. <3
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World generator bugging
Just to clarify this portion. He's talking about these lines: int x = chunkX + random.nextInt(32); int z = chunkZ + random.nextInt(32); You shouldn't generate a value higher than 15 with your random, or you're not generating inside that chunk, you're generating in a neighboring chunk. And while you can, you shouldn't.
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How to extend another mod?
If the API doesn't exist, then you can't create new machines for it. Not with out a LOT of work, extracting and decompiling TE and converting all the vanilla functions and fields back to their deobfuscated forms manually.
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[SOLVED][Other quest.]render an item on a block
Artifacts to the rescue (again)! https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/client/ModelPedestal.java That's my model for my custom block. I render an item from there as well. If you want the item bigger, why gl11.glScale() will do wonders.
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How to check for a blocks metadata
Use your IDE's code hinting abilities. event.blockMetadata
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[Help] isValidArmor Can't get item to work.
1) You MUST extend ItemArmor or your armor will not provide any protection when worn, even if you do get the isValidArmor working. 2) Custom renders can be done just fine by extending ItemArmor.
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A Question About Distributing My Mod
Gradle subforum for Gradle questions.
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Difficulty Installing the Forge SRC Files (minecraftforge-src-1.6.2-9.10.1.871)
Unless they use structure code, i.e. like Nether Forts or Villages do.
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Vanilla Enchantments on custom Item
The only enchantment stuff I did was using the inbuilt system. Specifically I'd check what kind of item I had, or close approximation, modified a tiny bit randomly, then: ItemStack stack = new ItemStack(item); //the vanilla item that is similar to my item stack = EnchantmentHelper.addRandomEnchantment(rand, stack, level); //add enchantments per existing rules if(stack.stackTagCompound != null) { artifact.stackTagCompound.setTag("ench", stack.stackTagCompound.getTag("ench").copy()); //copy enchantments to my item //other stuff }
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slots droping items on ground on click [Solved]
Yeah. I messed with it once. I never did find a solution.
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My Texture Isn't Loading Correctly[SOLVED]
Gradle subforum, for all your issues using Gradle.
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Useful Tutorial?
Copy everything but the imports. Import classes as needed (hit ctrl-O I think it is, to organize imports. It'll automagically import any class it recognizes and will promt when there's more than one possible match).
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How can I detect if a mob is spawned?
Forge events. There's one, I believe, for entity spawns, but you could also use EntityLivingEvent which occurs every tick. Just test to see if the entity passed is an instance of EntityBat, and if it is, kill the entity (setDead() will just remove it from the world without triggering death sounds, etc. unlike kill())
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Where to Put Texture Files[SOLVED]
Please ask in the Gradle forum or include the fact that you're using Gradle in your opening post or we will "take a guess" at what setup you're using and end up being wrong.
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Reduce but not nullify fall damage.
Division is magic. You don't need to check anything. 0 / 3 is still 0.
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How can I learn about Forge modding... and armor?
I also messed around with armor recently. https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/item/ItemArtifactArmor.java Might help you out some.
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