Everything posted by Draco18s
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Multiple Mods in one mcmod.info File.[SOLVED]
It's like ChickenChunks. There's a core (the "api") and then there's each mod. Or BuildCraft. There's the base mod, then all the extensions (as child mods)
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Multiple textures for blocks (top, side, bottom etc.)
That would be using the metadata. if(side == meta) {return front }
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How do you get a spawn egg into a custom creative tab?
Let's try the Forge version. Which I got to by opening up ModLoader.java and finding that function, because FML is just a remapping of ModLoader functions to Forge functions. LanguageRegistry.addStringLocalization(key, lang, value);
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How do you get a spawn egg into a custom creative tab?
Oh well. At least that line is floating around now for searches. I managed to find it only by accident when helping someone else. My question for you, if you've done it, is how do you localize the entity name? Mine keeps coming out as mod.[ent name].entityliving or somesuch.
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Ok, WTH - RenderLiving error
I've got a Git repository I can backtrack to, it's just annoying as hell at this point to do so, because the error I was working on fixing spans three different classes. Frak. Edit: Went back to my git version and still got the error. I think it's that save that's fubar'd.
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[UNSOLVED] Adding a new method to a base class, without changing it?
I think the idea is that he wants the function on vanilla blocks as well.
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Ok, WTH - RenderLiving error
While messing around with a data sorting and storage problem, this error started up. It happens once a tick and I have no idea why, as none of the code I'm working with deals with living entities (although I do have four in my mod, none of them should be in the world and last I checked, they rendered just fine). 2013-06-22 17:37:17 [iNFO] [sTDERR] java.lang.NullPointerException 2013-06-22 17:37:17 [iNFO] [sTDERR] at net.minecraft.client.renderer.entity.RenderLiving.func_77031_a(RenderLiving.java:136) 2013-06-22 17:37:17 [iNFO] [sTDERR] at net.minecraft.client.renderer.entity.RenderLiving.func_76986_a(RenderLiving.java:546) 2013-06-22 17:37:17 [iNFO] [sTDERR] at net.minecraft.client.renderer.entity.RenderManager.func_78719_a(RenderManager.java:310) 2013-06-22 17:37:17 [iNFO] [sTDERR] at net.minecraft.client.renderer.entity.RenderManager.func_78720_a(RenderManager.java:279) 2013-06-22 17:37:17 [iNFO] [sTDERR] at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:508) 2013-06-22 17:37:17 [iNFO] [sTDERR] at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1150) 2013-06-22 17:37:17 [iNFO] [sTDERR] at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:991) 2013-06-22 17:37:17 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:871) 2013-06-22 17:37:17 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:760) 2013-06-22 17:37:17 [iNFO] [sTDERR] at java.lang.Thread.run(Unknown Source)
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Sorting arrays of objects
BlockDescriptor is a Mystcraft API class, it contains block ID, block metadata, and an instability function that returns an integer. I'm trying to sort the array from lowest to highest instability (so that the most unstable material is rarer than the more stable materials). For some reason, allBlocks[0] is ended up as the most unstable (between the 4 blocks I've been using as a test), but the rest of the array is sorted correctly. Input order is Dirt, Diamond Ore, Coal Ore, Birtch Logs (instability values of 0, 1000, 100, 0 respectively). Output order is Diamond Ore, Dirt, Birtch Logs, Coal Ore. What is wrong with my sort function?
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How do you get a spawn egg into a custom creative tab?
EntityList.addMapping(MobEntity.class, "Mob", mobID, baseColor, secondaryColor); Edit: Had the egg code wrong. This will work better. As for getting them into a custom tab, I don't know.
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[SOLVED] Developing with the Buildcraft API
You're welcome.
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[SOLVED] Developing with the Buildcraft API
Good luck doing it any other way. The way...Pahimar sets up his code might work, but I never got my eclipse working that way. And there's literally nothing bad about putting it with the rest of your source code. Yes it'll get reobfuscated, but you don't need to add it to your release zip.
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[SOLVED] Developing with the Buildcraft API
Download the API. Extract the zip into your /src/minecraft folder.
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Hooking the main game loop?
Yes. TickRegistry.registerTickHandler(new MyGui(), Side.CLIENT);
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Can't find the mod file
Or use MultiMC, MagicLauncher, or another mod manager.
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Tile Entity Syncing [Solved and vanilla bug found]
Like I said, twice. Both times server to client.
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Tile Entity Syncing [Solved and vanilla bug found]
Then you know more than I do. I've dealt with packets like twice, both times I used Packet250.
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Tile Entity Syncing [Solved and vanilla bug found]
TileEntity has this function called... public Packet getDescriptionPacket() { return null; } You need to overide that, have it create a packet with the new data, then PacketDispatcher.sendPacketToServer(packet) Which then the packet will asrive at the server and you'll need to override public void onDataPacket(INetworkManager net, Packet132TileEntityData pkt) { } To read the packet, and also send that data back to all players.
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Tile Entity Syncing [Solved and vanilla bug found]
You need the magic of PACKETS! And a packet handler! Packet250CustomPayload ahoy!
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Custom Mobs are Invisible / Not Rendered
The magic of Forge methods. EntityRegistry.addSpawn(...) EntityList.entityEggs.put(...)
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How can I say "If block X is powered, my block should be powered"?
On neighbor changed -> isProvidingWeakPower(x, y, z)
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Custom Mobs are Invisible / Not Rendered
ModLoader.registerEntityID(MobTest.class, "TestMob", 50); ModLoader.addSpawn("TestMob", 15, -5, 1, EnumCreatureType.creature); ModLoader.addLocalization("enity.TestMob.name", "Test Mob"); Any reason you're not using the native Forge calls?
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Forge automatically assigning Block and Item ID's
This sounds like a total mess.
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[UNSOLVED] mcmod.info doesnt work
Your issues is within this line, lets see if you can find it. I have a working mcmod.info file open in front of me, just to compare, because I couldn't see an issue with that line. And I still can't. "authors": [ "XCompWiz" ],
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Help with modding Nether Warts and Gunpowder
Thread title needs to be more informative.
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Fake World
Just as a warning: Make sure this plays nice with Mystcraft. Mystcraft and Secret Rooms had a conflict for a while, because Secret Rooms used a FakeWorld object and there were some things assumed about it (by one mod or the other) that were untrue and caused null pointer exceptions. (I think Mystcraft kept trying to cause lightning in the fakeworld because it was unable to tell that it was fake, but the fakeworld had no lightning functions, but I could be wrong)
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