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Everything posted by Draco18s
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Ok, here's your issue. You are storing your textures in src/minecraft/resource/textures/items But the icon register looks for it in src/minecraft/mods/textures/items Read the error. "TextureManager.createTexture called for file mods/nopales/textures/items/nopales.png, but that file does not exist. " As for the creative tab name: no shit. Your unlocalized name is itemGroup.Nopales, and it hasn't been localized (likely because minecraft can't find your localization file). As to that issue, I have no idea
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Change placed block according to neighbouring blocks
Draco18s replied to Bugsy6's topic in Modder Support
And that variable is equal to..? -
We need the code that calls those files.
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Look up blocks like the fence. As for the icon, I know it's handled by the render ID. Which means if you're using a custom renderer, there's probably a function you need in there. There's also setBlockBoundsForItemRender, which is used for blocks which have their bounds set by metadata so that when its in the inventory, it uses a fixed value (rather than the last metadata used in the world)
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He's trying to avoid creating a million entities.
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In your GUI code there's some X and Y coordinates. THAT'S what's offset.
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Container: Function to check if Item is a specified Item
Draco18s replied to Zcelo12's topic in Modder Support
I'll have to dig it up later this evening. Don't have a copy right now. -
Container: Function to check if Item is a specified Item
Draco18s replied to Zcelo12's topic in Modder Support
I'm just saying that my code likely won't help I have "takes everything slots" (like a chest) then two custom slots with don't accept input (like furnace output). -
Container: Function to check if Item is a specified Item
Draco18s replied to Zcelo12's topic in Modder Support
You mean my incomplete and non-selective code that uses tile entities? (That is, it lets anything get placed into it, like a chest) Don't think it'll help you much. -
Container: Function to check if Item is a specified Item
Draco18s replied to Zcelo12's topic in Modder Support
Also: if(id == FoodExItems.backpack.itemID) { return true; } If that code was working, that will only allow a backpack to be placed inside your item's inventory. -
mcmod.info files are really simple. https://github.com/MinecraftForge/FML/wiki/FML-mod-information-file Just copy the example one and change it as needed.
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Just looks like your "active" textury bit is just sitting in the wrong place.
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http://techne.wikkii.com/wiki/Main_Page
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Container: Function to check if Item is a specified Item
Draco18s replied to Zcelo12's topic in Modder Support
InventoryBasic might not have that functionality. Open up that class in Eclipse and dig through it to see what's available. -
Problem is, I don't think particles have collision boxes. Ninjusk: You could try using normal blocks. They'd be solid (and have code that detects collisions, like the cactus) but when the...creator of them dies (should be possible to detect) you trigger one of the blocks (doesn't matter which one) to set its metadata to a specific value, then on its next update, replace itself with air. Then you can use that change in state to set the rest of them to do the same thing (think redstone, but without the signal decay). I use similar code in my phase blocks mod, which is open source.
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I've been doing both 1.5.1 and some backporting of my code to 1.4.7, as I'm doing a plugin for Mystcraft, which hasn't updated for 1.5.2 yet, and one person is still using 1.4.7 for a Youtube series (for several reasons, one is because Custom Ore Generation hasn't updated yet). But yeah, generally a good idea to update.
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Sweet. You might even think about making an Energy API. Not like Universal Energy, but rather a core that other mod developers can take and use in order to create their own mods like IC2, etc. without having to make their own power network. They just have to create blocks and implement IPowered or IGenerator (or whatever) and have it done for them.
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Also remember setBlockBoundsForItemRender() or the items in inventory slots will change as you point your cursor around the world.
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Don't run decompile, that requires having no source code (running cleanup will delete everything in /src including your code). The error you got when compiling is expected. Forge is Universal, so your mod will also be universal* so not having the server source isn't a problem. Anyway, you DID successfully recompile. Go into /reobf/minecraft and you'll find a folder with your main package name. Add that to a zip file and distribute. (Also add your textures, which will still be in the src directory, and add an mcmod.info file if you desire) *Some exceptions
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Honestly haven't messed with it in 1.47
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A better question is: What, exactly, are you trying to do?