Everything posted by Draco18s
-
[Solved] How to properly add an Item for a Block that renders block-style?
Ah, rendering problem. You need a custom IItemRenderer Here's an example: public class ItemRenderPedestal implements IItemRenderer { TileEntitySpecialRenderer render; private TileEntity dummytile; public ItemRenderPedestal(TileEntitySpecialRenderer render, TileEntity dummy) { this.render = render; this.dummytile = dummy; } @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { return true; } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { return true; } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { if (type == IItemRenderer.ItemRenderType.ENTITY) GL11.glTranslatef(-0.5F, 0.0F, -0.5F); this.render.renderTileEntityAt(this.dummytile, 0.0D, 0.0D, 0.0D, 0.0F); } } And client prox registration: TileEntitySpecialRenderer render = new PedestalRenderer(); ClientRegistry.bindTileEntitySpecialRenderer(TileEntityDisplayPedestal.class, render); MinecraftForgeClient.registerItemRenderer(BlockPedestal.instance.blockID, new ItemRenderPedestal(render, new TileEntityDisplayPedestal()));
-
Adding a mask to Item Icon
You would need to render in two passes and use a different color per pass. https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/item/ItemArtifact.java Look at getIcon and getColor
-
[Solved] How to properly add an Item for a Block that renders block-style?
Look at ItemRedstone and BlockRedstoneWire
-
Item Recipes not working in multiplayer?
The run button has a dropdown. In it are two options: Client Server
-
All Instances of Furnace Are The Same
public static boolean isLevigatorActivated; OH YES. OH BABY. STATIC ME.
-
Item Recipes not working in multiplayer?
The behavior you describe is exactly equivalent to the server not having your mod installed. In fact, you confirmed it when the server said that it loaded three mods: MCP, Forge, and FML. How do you fix it? Well, by putting your mod in the server's mod folder.
-
Biome Registration Event?
Pretty sure registerAllBiomesAndGenerateEvents isn't called at all. When it hits a null biome it WILL crash: it checks biome.theBiomeDecorator before it checks to see if biome is null. Either way, I have a workaround.
- Disable anvil recipes
-
Custom modeled block direction problems
Because you're not rotating the model in the TileTotemRenderer class. double angle = Math.toRadians(entity.rotation); //entity here is my TileEntity. You can also reference block metadata. GL11.glPushMatrix(); GL11.glRotatef(-1*entity.rotation, 0, 1, 0); //negative because of an assumption made in my TE that was wrong and this was the easier fix (The angle value was being used for another part of the rendering, not related to the model)
-
Disable anvil recipes
You'll probably have to write a custom item renderer to get the "damage bar" back, though. On the other hand, simply HAVING nbt data might disqualify the item from being repaired.....and now that I've said that.... On moment. Ah, there's also setNoRepair();
-
Disable anvil recipes
Use NBT data instead of damage values. The anvil works in a very specific way where two items of the same ID will repair each other in this fashion. Just so you know, it isn't free. It does cost the player some experience. (And the majority of the bonus is actually from crafting two damaged items together: 10% Using an anvil and an experience level upgrades that to a whopping 12%)
-
How does the installer works ?
Forge can't be installed to the mods folder like other mods because Forge is what causes mods to be loaded from the mods folder. Forge is a jar mod.
-
[1.6.4] 9.11.1.964 new texture location?
Yes, but it doesn't mean I wasn't remembering what I have correctly.
-
Saving Icons with tileentity
Know what it's not undefined for? ItemStack.getItem().getIcon()
-
Documentation for modders?
See, that's why links help. Then us helpers don't have to ask stupid questions. Me, I never relied on anything posted on the web, mainly because Forge's wiki is slow and most of what I need I can find using Eclipse.
-
[1.6.4] 9.11.1.964 new texture location?
My apologies. You're working with Gradle. I didn't get that from the Forge version number you used. Might want to try the Gradle subforum.
-
Saving Icons with tileentity
Rather than getting the icon index, how about you getIcon() ?
-
[1.6.4] 9.11.1.964 new texture location?
Don't have 964 on this computer, but I do have 859: (I don't bother clearing out the assets directory when I move projects around, which is why you see so many)
-
Biome Registration Event?
That won't work. That's only for deferred decorated biomes (ie. almost none of them: not vanilla and not biomes o' plenty) and is called when a chunk is decorated not when the biome itself is registered.
-
[solved]Block Setting Hardness depending on metadata?
You will need to override the block's getStrVsBlock function.
-
Documentation for modders?
There is an IRC. #minecraftforge on esper.net And what links to Javadoc are you talking about? Javadoc is in-source-documentation: /** * This is a javadoc for a static object */ //this is a comment /*This is a *multiline comment*/ public static String TRIGGER_HIT = "hitEntity";
-
[1.6.4] 9.11.1.964 new texture location?
Nope it hasn't changed. I've got a 964 install that works just fine, exactly the same as my 859 install.
-
Inventory unique ID for same item?
You need to look at the item stack damages. "Consume" just makes the stack size go down by 1.
-
Minecraft forge aim teleportation help?
Uh Try ItemBoat, ItemLilypad, BlockFurnace. You can also highlight the function and hit ctrl-shift-g (search workspace for references) and have Eclipse find it for you.
-
Minecraft forge aim teleportation help?
Inside your onItemRightClick. And it's a non-static function (use your IDE and codehinting). Keep in mind that the function returns an object of type MovingObjectPosition which will have coordinates for you to use.
IPS spam blocked by CleanTalk.