Everything posted by Draco18s
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drawTexturedModalRect only accepting 256x256 textures
Tip: Going up to 1024x1024 is a right pain in the arse when you try to draw the guil elements (like strings, slots, etc). I don't have the code around from the one time I was messing with it, but getting a "wide" gui to display properly took a huge amount of effort. Getting slots to display on it was another huge effort (and I had to use negative coordinates, and there was only so 'big' I could make the negative coords before they stopped showing up at all).
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What would be the best way to handle long-distance TileEntity information...
You could. Yes. Whether or not its a good idea is the question though.
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How to make block drop different item when destroyed with another item?
<3 (Well it is, but not in this way.)
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Improved error message: Using missing texture, unable to load:
Funny. Figuring it out is actually really freaking difficult. I remember when I was bumbling around when 1.5.2 came out and no one knew the answer of where textures needed to go (I had one person telling me I had to add my textures to the jar manually). Took like three days because the error message is so delightfully unspecific (even if entirely accurate). Most of the problems with this error have to do with unMatchingCase, as the path given by the mod is toLowerCase'd but directory names are treated as Their oriGinaL caSe, leading to "WTF, it's exactly the same as what I said in my code!" problems like these.
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[SOLVED][1.6.4] Mob Dealing Damage?
Try looking for attackEntityAsMob(Entity par1Entity) and adding that to your class
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[1.6.4] Dropping Items from blocks
Now figure out why and fix it.
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[1.6.4] Dropping Items from blocks
Right. Cause you can't do that. Sometimes I type stuff out and it doesn't work, just delete that line. I'm pretty sure we can be confident that the class exists.
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[1.6.4] Dropping Items from blocks
Do this: @Override public int idDropped(int par1, Random par2Random, int par3) { System.out.println("About to crash, ModItems: " + ModItems); System.out.println("About to crash, redTCrystal: " + ModItems.redTCrystal); System.out.println("About to crash, itemID: " + ModItems.redTCrystal.itemID); return ModItems.redTCrystal.itemID; } Won't fix your problem, but it'll tell you which object is null.
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[1.6.4] Dropping Items from blocks
I need the current code and the current problem before I can help you.
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[1.6.4] Dropping Items from blocks
Lets see, line 20... package oBlox.block; import java.util.Random; import oBlox.item.ModItems; import net.minecraft.block.Block; import net.minecraft.block.material.Material; public class BlockRedTrintiumOre extends Block { public BlockRedTrintiumOre(int id) { super(id, Material.rock); this.setUnlocalizedName("Red Trintium Ore"); } } Your code only goes up to line 17. And does not contain an idDropped method.
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[1.6.4] Dropping Items from blocks
Ok, now show us the class BlockRedTrintiumOre
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i can't make shaped recipies
Try addShapedRecipe
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Damaging an item after using in crafting
Probably because your crafting recipe is set to only use the undamaged item. (Edit: I don't know how the OreDictionary.WILDCARD_VALUE is intended to work with recipes like this, tbh)
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[1.6.4] Dropping Items from blocks
I've tried using idDropped and quantityDropped, and it crashed the game when I break the block This is useful information about your problem that does not contain the information that would be useful to solving it. (Read: post the crash log)
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Give poison effect when item is in inventory
Now you know why my mod is open source. I did something that I hadn't seen around before, doing all kinds of effects.
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Rendering things smoothly
Motion blur is really hard to fake. The way it's done in 3D animation (films like Toy Story and games like Need For Speed XXVIIII) is to render the fast moving objects multiple times per frame, then average the results together. For fast (render time) objects, you can get away with 2 additional renders: one 0.25 frames behind and one 0.25 frames ahead (depending on the speed and size of the object). For accurate motion blur you might have to go up as high as six (!!!) additional renders.
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Rendering things smoothly
The problem you are experiencing has to do with the fact that the entity is moving so fast that there isn't a renderframe for those in between spaces. And because Minecraft lacks motion blur the entity will appear to skip over those areas entirely (as our visual system isn't given any hints about the entity moving through that area in order to fill in the gaps....literally). You may not be able to solve this problem.
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[1.6.4] Dropping Items from blocks
EntityItem ei = new EntityItem(...) ei.stack = new ItemStack(...) world.spawnEntityInWorld(...)
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Give poison effect when item is in inventory
Ah, you are correct. For some reason I thought there were two params.
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[1.6.4] World Gen Error Help please
Then you haven't found all of them.
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[SOLVED][1.6.4] Mob Texture Not Loading
Make all of your folder and file names all lower case letters.
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[SOLVED][1.6.4] Mob Texture Not Loading
mochickens != moChickens Minecraft performs a toLowerCase on the string you pass it, but doesn't on folder and file names (which are case sensitive).
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[1.6.4] World Gen Error Help please
That should be correct.
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[1.6.4] World Gen Error Help please
new WorldGenMinable(CobaltOre.blockID, 10) And what's that?
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[1.6.4] World Gen Error Help please
Rename the instance variable. That would fix it. I don't need to tell you how to fix it, because doing so would make me look patronizing.
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