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Draco18s

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Everything posted by Draco18s

  1. You haven't done any of the things suggested to you, your block class is still basically empty. You haven't set its name, texture, hardness, resistance, or anything.
  2. ...You are correct. It's iron golems that are in hostile. (And this emphasizes why the package differentiation is almost meaningless). I unfortunately don't have a solution for you. All my mob coding has been taking something that's close to what I want and modifying it.
  3. (You don't need to override registerIcons, but it will work using the same details as my post) this.setTextureName("MODID" + ":" + "BLOCKNAME") Where MODID is whatever you want to name your assets folder and BLOCKNAME is whatever you want to name the texture file. These must be lower case (if they're not, they will be converted). Now go to /src/minecraft/assets and create a new folder there called MODID, inside that a folder called textures inside that a folder called blocks inside that add your texture file named BLOCKNAME.png Voila. http://www.minecraftforge.net/wiki/Icons_and_Textures
  4. Look at what you do have access to and figure out if any of those objects have access to what you need, or can get it.
  5. I think zombies use EntityMob, but yes. EntityAnimal doesn't have the attack function. Which is why wolves are in the hostile mobs package.
  6. 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).
  7. You could. Yes. Whether or not its a good idea is the question though.
  8. <3 (Well it is, but not in this way.)
  9. 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.
  10. Try looking for attackEntityAsMob(Entity par1Entity) and adding that to your class
  11. Now figure out why and fix it.
  12. 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.
  13. 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.
  14. I need the current code and the current problem before I can help you.
  15. 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.
  16. Ok, now show us the class BlockRedTrintiumOre
  17. Try addShapedRecipe
  18. 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)
  19. 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)
  20. Now you know why my mod is open source. I did something that I hadn't seen around before, doing all kinds of effects.
  21. 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.
  22. 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.
  23. EntityItem ei = new EntityItem(...) ei.stack = new ItemStack(...) world.spawnEntityInWorld(...)
  24. Ah, you are correct. For some reason I thought there were two params.
  25. Then you haven't found all of them.
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