Everything posted by TheDoomBringer
-
How should I go about enabling movement while in inventory?
Ok, thanks a bunch. I ended up creating a GUI that doesn't use GuiScreen (like the scoreboard kind of), it works! However it's JANKY. I need to find a way to stop the regular built in GuiScreen inventory from rendering when I use the standard inventory bind. I can't think of an elegant way of doing this. Currently I just have my own GUI bound to a different key. It's not exactly like my original idea, it still doesn't allow movement in other GUIs that use GuiScreen. However, it's progress and for that I thank you. If it gets to a releasable state I will have your name in the mcmod.info.
-
How should I go about enabling movement while in inventory?
I want to make a simple mod that enables movement while in an inventory or other ui element. However, I'm completely lost on how to go about doing it. I was digging around a decompiled version of Minecraft and I can't even find how they handle their ui. Thanks for any help to get me started on this.
-
[Solved] [1.7.10] Mod Bucket "tryPlaceContainedLiquid" Crash.
Awesome! Thanks Abastro! Sorry... Yeah it is basic Java, I'm still learning. Again! Thanks!
-
[Solved] [1.7.10] Mod Bucket "tryPlaceContainedLiquid" Crash.
Alright. Thanks for your reply! Although how would I make sure my block was created before the item? Also, how would I create the item without a static init? Because can't init not be referenced from a non static context?
-
[Solved] [1.7.10] Mod Bucket "tryPlaceContainedLiquid" Crash.
Hi, so first off, the crash log. http://pastebin.com/FpvuqtU9 Now, I've made the item for the bucket, but it crashes. Here is my init: public class ModItems { public static Item honeyBucket = new ItemHoneyBucket(); public static void init() { //ITEMS GameRegistry.registerItem(honeyComb, "honeyComb"); GameRegistry.registerItem(honeyBucket, "honeyBucket"); //Fluid Container FluidContainerRegistry.registerFluidContainer(ModBlocks.liquidHoney, new ItemStack(honeyBucket), new ItemStack(Items.bucket)); } } And here is my item class: public class ItemHoneyBucket extends ItemBucket { public ItemHoneyBucket() { super(ModBlocks.liquid_honey); this.setContainerItem(Items.bucket); this.setUnlocalizedName("honeyBucket"); this.setCreativeTab(CreativeTabBL.BL_TAB); this.maxStackSize = 1; this.setTextureName("honeyBucket"); } } As soon as I use the bucket to place the liquid in the world it crashes. The only thing I can figure is that I did something wrong with the FluidContainerRegistry. Thanks for any help!
-
[1.8] [SOLVED] Generate Blocks Over Already Generated Chunks
Well, that took me a bit to figure out but that did the trick! Thanks larsgerrits! What I'm exactly doing is making a sort of "hardmode" from Terraria for Minecraft. I've actually got a lot done in the past few days and the ore regen was really the only thing hindering me from making it a reality. Thanks again larsgerrits! The only downside with the method I'm using is that the ores can generate in man made structures below the Y coords for the ore generation. I really don't think there's a way around that. But as for now it works great!
-
[1.8] [SOLVED] Generate Blocks Over Already Generated Chunks
In 1.8 Mojang made Ocean Temples generate over already generated chunks. So I'm wondering if there is a method that I can use to do this on 1.8 generated worlds triggered by an event. If there isn't then its not the end of the world but I have no idea where to start with this so any help would be appreciated. Thanks!
-
Help With Fluids! [1.7.10]
Ok so I've registered it where I register all my other blocks @GameRegistry.ObjectHolder(Reference.MOD_ID) public class ModBlocks { public static final BlockBL sbrick = new BlockSnowBrick(); public static final BlockBL icePulse = new BlockIcePulse(); public static final BlockBL orichalcumOre = new BlockOrichalcumOre(); public static final Fluid liquidElerium = new Fluid("liquidElerium"); public static void init() { GameRegistry.registerBlock(sbrick, "sbrick"); GameRegistry.registerBlock(icePulse, "icePulse"); GameRegistry.registerBlock(orichalcumOre, "orichalcumOre"); FluidRegistry.registerFluid(liquidElerium); } } Then I made another class where I construct (if that's the right word) the blocks and put this: public class BlockYourFluid extends BlockFluidClassic { @SideOnly(Side.CLIENT) protected IIcon stillIcon; @SideOnly(Side.CLIENT) protected IIcon flowingIcon; public BlockYourFluid(Fluid fluid, Material material) { super(fluid, material); setCreativeTab(CreativeTabs.tabMisc); } @Override public IIcon getIcon(int side, int meta) { return (side == 0 || side == 1)? stillIcon : flowingIcon; } @SideOnly(Side.CLIENT) @Override public void registerBlockIcons(IIconRegister register) { stillIcon = register.registerIcon("modid:fluidStill"); flowingIcon = register.registerIcon("modid:fluidFlowing"); } @Override public boolean canDisplace(IBlockAccess world, int x, int y, int z) { if (world.getBlock(x, y, z).getMaterial().isLiquid()) return false; return super.canDisplace(world, x, y, z); } @Override public boolean displaceIfPossible(World world, int x, int y, int z) { if (world.getBlock(x, y, z).getMaterial().isLiquid()) return false; return super.displaceIfPossible(world, x, y, z); } } Now I'm not entirely sure what to do from here. Do I make a new class to register the Block?
-
Help With Fluids! [1.7.10]
I've tried following the Create a fluid (http://www.minecraftforge.net/wiki/Create_a_Fluid) tutorial but to no avail. I can't seem to understand how to actually register the block. If anyone has some time to help me understand how to do it or has a source with the correct way to do it, I would really appreciate it. Thanks for your time.
IPS spam blocked by CleanTalk.