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KeeganDeathman

Forge Modder
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Everything posted by KeeganDeathman

  1. So its like the portal gun mod, but with only portals, and their expandable. yes. Support
  2. They've told you all you need. A. Your returning null on the gui, thats the clientElement. You cant return null there. B. Your returning a gui in the serverElement. dont want that C. You can return serverElement null UNLESS your gui extends GuiContainer. Your clientElement must return a gui class. D. I wouldnt call this your common proxy class. Its your guihandler. The common and client proxies are different.
  3. Is the grabber assigning all walls to the array? No, I use world.getBlock, its very strict. Is the default [00][00][00]? maybe, but that wouldn't explain the original problem. onBlockremoved should set the boolean on all walls. And it does, is just delayed until all grabbers are gone! Maybe, yes! a secondary testing system, to see if there is a tile entity at the coords provided by the tile entity, this would be in the isMultiBlock, and would be half the return value. multiblock boolean would be set to false, if the tile entity doesnt show up! tertiary defense, the return method is return (multiblock && isTileEntityPresent)! Ill add it as soon as I can!
  4. I think I found the problem with the textures not reverting until all 'electron grabbers' are removed from the world. During a test to see if I could send the array from the tile entities to the blocks, and have them decide their icons based on their position in the array(3 for loops, one for each sub-array or whatever, and an if (if(multiblocks[j][k] == this)), however, the tops and bottoms, the only sides implemented in the new method, all defaulted to the icon of multiblock 0,0,0, even wall blocks not part of a multiblock,and therefore shouldnt have a multiblock array, default to 0,0,0s top texture. My conclusion, for whatever reason, my electron grabber is affecting all wall blocks in the world. Even though it should only affect those in the array. I have not yet tested to see if it is in fact, just a coding bug, and all blocks believe they are 0,0,0 by default, whether or not they have a multiblock, by removing the grabbers, and seeing if their texture resets.
  5. Okay, yes I see. I was derping last night, and guess I thought the onEntityUpdate() function would handle it all. But now that I think of it, the entity doesn't update unless there's a block update in BUD range. Heres the isMultiBlock() function. Nothing special. this was written when I thought the TE would handle it all. public boolean isMultiBlock() { return this.multiblock(); } Now that I think of it, that should also check to predetermine itself if the multiblock is complete and not rely on the te. Now hopefully, one block determining the state of the multiblock, well update blocks near it, and those will do the same, and chain reaction. If not, add a forceupdate call to isMultiblock
  6. I setup my multi-block so when its assembled, the textures conenct, and when its not, not yet, or its broken, they result to a separate texture. I have it setup so it checks every time onEntityUpdate is ran on the central tile entity, it will report to the blocks that connect (the 'walls') whether or not the multiblock is complete. In addition to it knowing when the other blocks are broken, the block class of the tile entity will set the 'multiblock' Boolean of the walls(which are stored in an array passed to it from the tile entity every update) to false. However, if another complete multiblock exists in the world, it doesn't break right. I deciphered it to this. The Boolean isnt changed on break, until all of the 'central TEs' are removed from the world(I haven't tried breaking one of the other blocks in all other multi-blocks), and only the sides of the blocks that decipher their correct textures based off their location relative to the tile-entities position revert. Also, sometimes the 'back' of the multi-block doesnt revert, when the aforementioned bug condition is met. Until I break one of the affected blocks and replace it, to look pretty, and see if those blocks still thought the structure was complete(they didnt). onEntityUpdate() removedByPlayer(block destroyed of 'electron grabber) getIcon method of the walls
  7. No durr. Ill look at githubs again, but Im still not sure how to do it.
  8. In ComputerCraft, OpenComputers, RotaryCraft, and others, they have 'screens.' Blocks with one face that is dynamically updated, and can hold anything, its not set to just pre-made textures. How do they do this?
  9. Hello, first use code blocks (its the # in the editor bar) and spoilers for long pieces of code, makes it cleaner. Next, your missing a key part. In your "addOreSpawn" you need to call the WorldGenMineable.generate method. Heres and example from my mod. private void generateSurface(World world, Random rand, int baseX, int baseZ) { // rarity -smaller number = rarer for (int x = 0; x < 50; x++) { int Xcoord = baseX + rand.nextInt(16); int Zcoord = baseZ + rand.nextInt(16); int Ycoord = rand.nextInt(30); // Max Vein Size new WorldGenMinable(LabStuffMain.blockCopperOre, 4).generate(world, rand, Xcoord, Ycoord, Zcoord); } } Just copy the for loop for each ore. The x in the for loop is commonisity, smaller number, less common.
  10. Hello, I am building my mod for the first time in a while. But it fails upon entering the :compileJava phase. It points to a BufferedReader try () method I have, and is just all like, nope. You need --source 7, your using 1.6. Ive done this before, but my code was lost. Heres the interfering file: https://github.com/KeeganDeathman/LabStuff/blob/master/java/keegan/LabStuff/io/ReadFile.java
  11. What I mean by kinesis pipes is the the rendering, with the beam's exsistance and thickness variables. Its more apparent in fluid pipes
  12. @jaeblar I don't want a loss effect, so a think the power level integer is a good replacement. And your right, I don't get how its so hard. If you want to do buildcraft kinesis pipes, have fun. That's why I'm making my pipes either have liqid in them, ir they don't. @larsgerrits Ill look at yours if I cant get my to work
  13. The WorldGen files of the other mods aren't looking for your mod's dimensionID, only the overworld and the nether usually. To alleviate this, you'd have to make a WorldGen class for them. This class would be looking for your dimensionID, and based on the results of some if(Loader.isLoaded(modid))'s, call any generation classes in those mods(you'll have to write out the whole package name and the class name, as you can't import a package that doesn't exist in your environment, and you'll most likely crash if you don't have that mod installed, if the package doesn't exist, the mod isnt loaded, so only reference other mods classes inside a if that runs if the mod is loaded(Loader.class)), or insert the gen code right there, if there is no class, like for ores, which normally are handled in class.
  14. I had the 2nd problem as well. You assigned the slot the players internal inventory. You need to assign it to the tile entity, which should be implementing IInventory. I didnt look through your code, but thats most likely the error.
  15. Instead of a setPowerLevel method, I could have a addToPowerLevel and a subtractFromPowerLevel method. And when one method is called on a cable, it initiates the method on all connected cables, except on the one that initiated the method, that would clear up my 'which ones right' problem. And since generators constantly put out new power, the generators would use add every tick, and while a machine is running, it needs a supply of power, so as long a sit needs it, it uses subtract every tick. Its rudimentary, and seems a lot simpler than you two make it out to be. Also, I dont feel like using extra APIs, I know that makes it easier, but I want to take on this challenge on my own, well, with this threads help. Improve my modding and java skills you know.
  16. I want to add a power system, like MJ, EU, RF, CA(Compressed Air), whatever EnderIO uses, but for my mod. With power generators, and machines that require this power to operate. This is for my mod LabStuff, so LabVolts, or LV. I have an idea, where the cables hold an int of power level, and when a generator turns on or ticks into a new stage of power generation (Buildcrafts engines going up in color), they add onto the int of the cable connected, which would transfer down the line, and when a machine uses some LV, a generator turns off, or is disconnected, the int is subtracted from, but that would lead to having the problem of deciding which int is right, and which to override.
  17. I could use this, it would make a machine in my mod look so much better, you see, its an electrolysis machine, so I have the main body made of glass, so I wanted it to be so when you put water in the interface, the glass 'pipes' fill with water. But the alpha is removed from my texture, well, set to full, so it look ugs. Is there a way to allow for alpha values in MC?
  18. No durr genuis. Oh, THAT interface would be nice to use.
  19. How would I add a block or pipe, to allow conversion between my mods power system, and Buildcraft MJ?
  20. If your recreating the flags from it, why not look here: https://github.com/micdoodle8/Galacticraft
  21. Really, you cant animate .obj files? Well, not in the sense I learned to animate them.
  22. I am thinking of converting my models to .obj, is there really any advantage though?
  23. Hello. For my mod, I would like to add cutscenes. Like prerecorded ones. Is this physically possible?
  24. Yes. A superclass is a 'parent class' if you will. The superclass is whatever your class extends, which is where the super() methods come from.
  25. I changed my super to BlockPane, and had this in my constructor super("blockIronBarsBroken", "portalcube:blockIronBarsBroken", p_i45394_1_, false); And I get this error shortly after I either place a block or enter a world with the block in it. java.lang.NullPointerException: Unexpected error at net.minecraft.client.renderer.RenderBlocks.renderBlockPane(RenderBlocks.java:3110) at net.minecraft.client.renderer.RenderBlocks.renderBlockByRenderType(RenderBlocks.java:282) at net.minecraft.client.renderer.WorldRenderer.updateRenderer(WorldRenderer.java:181) at net.minecraft.client.renderer.RenderGlobal.updateRenderers(RenderGlobal.java:1522) at net.minecraft.client.renderer.EntityRenderer.renderWorld(EntityRenderer.java:1178) at net.minecraft.client.renderer.EntityRenderer.updateCameraAndRender(EntityRenderer.java:1011) at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:945) at net.minecraft.client.Minecraft.run(Minecraft.java:835) at net.minecraft.client.main.Main.main(SourceFile:103) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:134) at net.minecraft.launchwrapper.Launch.main(Launch.java:28) In the version of forge I'm running, there's no source attachments, so I can't track the problem down.
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