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Draco18s

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Everything posted by Draco18s

  1. Open up MonsterZombie.java and copy its AI code, then remove the attack line. Voila.
  2. Do you have a custom renderer?
  3. Ah. Well, keep doing it your way until that fix happens. I would have thought that Mojang would have done the icon registration for armor at this point.
  4. Generally speaking, my modID doesn't change in the middle of a project. So the flexibility is entirely unneeded. I also tend not to want to change my filenames when I figure out a more clever name for my block. As far as I care, the file name can stay the same even though the block's name has changed. So again, unneeded flexibility.
  5. Should. I haven't done armor in any version of Minecraft, but I believe that it is on the texturepack system now. Might also be /textures/items, you'll find out when you make the change if it can't find the texture (and will tell you where it is looking, eg. "ModName:textures/items/filename.png")
  6. Uh, you should register the icons with "MoreMinecraft:stone_1"
  7. Hit thanks on the wrong post. Invizzble hit the nail on the head for this one. 1.6 doesn't like capital letters, which works fine in Eclipse, but not as a release (because Windows doesn't give two shits about capitalization in file names, but a zip file does).
  8. The only work I did with AI was taking existing mobs and removing AI rules or adding ones in I found in another existing mob (or tweaking the values passed). By calling the superclass's AI setups, you've probably buggered something. Just go into the super class and copy what you need (and ONLY what you need) to your class.
  9. Or, I dunno, using your own strings: itemIcon = iconRegister.registerIcon("MyMod:MyItem"); Because holy shit its so much easier to read.
  10. Its just that right now, texture registration and language registries will fail if it happens later than preInit. Hence the question.
  11. Yes. EntityList.addMapping(EntityTreant.class, "Treant", 3, 4930341, 1584909); The first integer is just a mob entity ID, I used the same one I did with registerModEntity. The second two are colors for the egg. I haven't checked, but I think the first one is the egg's base color and the second is the spot color.
  12. Yes. All item(stack)s in the inventory have an onUpdate function which gets called every frame. From that you can get the size of that stack. You could also use an event handler to listen for...onEntityLiving update, check for players, then get the player's inventory from the player object and have all the items.
  13. I never said that. Not once. On a related-to-the-topic front Instead of renderEngine.bindTexture(String path), use: renderEngine.func_110577_a(new ResourceLocation("modID","texture path")) where "modID" is the bit before the : in your registerIcons block/item function and "texture path" starts with "textures", eg. "textures/entities/spike.png"
  14. Turns out this was the issue. Apparently 756 has something missing that causes the system to fail.
  15. *Headscratches* Ok, that texture loading is still fucked up. Awesome. They should hurt you, you sure you weren't in creative? (You have to be standing on top of them too, not the sides like a cactus, just to be clear). Anyway, what happens--or should--is that it swaps textures out so one of the spikes gets bloody (after...5 minutes? it turns orange, then another 5 and it's back to normal). Logging out will reset it, but because it's just a visual effect, so I didn't bother synching the data with the server and saving it.
  16. I am utterly confused. What version of forge? And do you have that inside Eclipse, or reobfuscated? (By the way, place the iron spikes down on the ground--make sure that texture works too (and then get a mob--or the player in survival--on top of it). I'm rather proud of the result).
  17. So you put the contents of the zip into the src/minecraft directory (which is where I zipped them from) and it just worked? o..O Thanks. Vanilla's tripwires have always bugged me, so I've been working on a mod to make things a bit more subtle.
  18. https://dl.dropboxusercontent.com/u/7950499/src.zip
  19. All of them. None of my block names are getting localized and I still don't have textures coming in. And I've done fuckeverything mentioned in this thread and two others.
  20. Two things: 1) I can't solve the problem as I have the problem and you don't 2) Right back at you. Stop telling people they named their functions wrong when it's completely and utterly irrelevant.
  21. You don't seem like it: Him: "This is my preinit function" You: "It's named wrong!!!!" i don't think FMLPreInitializationEvent is the load method... the FMLInitialization is!
  22. Please sir, inform me as to what I'm doing wrong. https://dl.dropboxusercontent.com/u/7950499/src.zip
  23. You would be correct. But guess what, we're talking PRE init, not init. he called his preInit method load, that's all i meant! jeez. He can call his preInit method Ooh_Eeh_Ooh_Ah_Aah_Ting_Tang_Walla_Walla_Bing_Bang and have absolutely ZERO impact on the outcome. As I mentioned before: Function names and variable names are entirely irrelevant.
  24. Which is, sadly, no more helpful than this thread.

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