Jump to content

Draco18s

Members
  • Posts

    16559
  • Joined

  • Last visited

  • Days Won

    156

Everything posted by Draco18s

  1. 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())
  2. 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.
  3. Division is magic. You don't need to check anything. 0 / 3 is still 0.
  4. I also messed around with armor recently. https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/item/ItemArtifactArmor.java Might help you out some.
  5. Use metadata instead. Every random updateTick, increase the metadata by 1, then display an icon based on the metadata. What you're doing now is not going to work, as the Block class is a singleton.
  6. EntityLivingBase#canSpawnHere(...) ?
  7. if(event.distance > 1) { event.distance -= 1; } Seriously. Math. Use it.
  8. Look for a case statement. There's one main one that takes the block ID and passes off the rendering for certain blocks in various ways. Grass may have its own, if not it falls into a standard cube renderer.
  9. Ok i don't exactly know how to do this, so where is the grass block rendered? Giant class called RenderBlocks.java, if I recall correctly. I don't recommend looking through it, it's not organized in a fashion that will help you.
  10. Render in multiple passes. In the second pass render the overlay texture with the color multiplier.
  11. Also watch out for Client-side only constructors. EntityFireball has one and has caused a headache or two.
  12. I don't think blocks like having bounds outside a full cube.
  13. You don't need to implement or use any packets to synch inventories. My guess is that somewhere along the line you've improperly set up your gui / container / tileentity classes, but I wouldn't know where to look.
  14. 1) Gradle subforum. 2) Are you downloading the right thing? I just checked the Forge-latest source link and it contained gradlew.bat, as expected.
  15. Why don't you look at the source for the vanilla blocks that do what you want and figure it out.
  16. Fuck, you really can't look at vanilla to see how it handles it? Open BlockLeavesBase, BlockBreakable, BlockGlass, BlockPortal, BlockLeaves, or BlockIce and see how that block does it. It's really simple, really obvious, and has a freaking javadoc about transparency and rendering.
  17. As it happens, I cannot read minds or remote view your screen.
  18. Like the item function isMap() that is used by nothing (there's actually one reference, fairly obscure). Maps rendering in item frames is handled by if(containedItem == Item.Map) which makes extending ItemMapBase for any reason a real annoyance.
  19. Mojang code. Learn to deal with it. In time you will come to love it.
  20. You didn't set the leaf block to be transparent. Look at BlockIce
  21. The file name does not match the string that you're telling minecraft to look for.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.