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KeeganDeathman

Forge Modder
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Everything posted by KeeganDeathman

  1. I'm making a computer that's supposed to control redstone wires connected to it, how would I do this. I currently have a text field that looks for certain commands (like 'redstoneOn' and 'redstoneOff') how would I have it so when the command is on the computer starts providing power?(and stops respectively)
  2. I seem to have a problem with the decoding process in the packet pipeline, I try sending a packet to the server from my GUI and it crashes, and leaves an error saying their an error inducing thing in the decoding section of the packet pipeline class, and the main problem is somewhere in the packet class but it cant find it. githubs below, please help. github.com/KeeganDeathman/LabSuff
  3. Excuse me? Learn some grammar, and then come back to us, because if you don't know proper English, you're gonna have trouble with syntax's.
  4. Im trying to work on fixing the bugs that arose during the update from 1.6 to 1.7 in my mod and the gui of my block is one of them. when i try to open it, it just shows the two strings i have, and there not in the right spot. githubs below. github.com/KeeganDeathman/LabStuff
  5. I have a problem, all of a sudden my blocks and items aren't in the game, I tried resetting my workspace for eclipse which got the blocks in for a while then I tried getting my gui to work, then the blocks vanished again. Here's my github: https://github.com/KeeganDeathman/LabStuff
  6. How does one send the packet then? In my code above, I'm writing: ByteBuf data = buffer(4); data.writeInt(42); C17PacketCustomPayload packet = new C17PacketCustomPayload("NetworkExample", data); EntityClientPlayerMP player = (EntityClientPlayerMP)updateEvent.entityLiving; player.sendQueue.func_147297_a(packet); Would I just change the packet class to ServerCustomPacketEvent when sending from client to server? How would we send the packet from say a GUI using your code. I tried wrapping that code into a void in my GUI class and refrencing that when I want to send some data, having the void also require some data, but I can get the LivingEvent.LivingUpdateEvent to work.
  7. I will do that in the tutorials wiki section, but till then Ill try to make maybe my own network handler.
  8. In 1.7.2 Mojang switched to the netty system. How would I setup a channel? Thanks!
  9. Unfortunatley Mojang wwrote out the packet Client-Server commnication system, and replaced it with the Netty system. I was told to look at ForgeNetworkHandler. So, look there.
  10. Research dude! over 6K or so lines of code were changed IN THEIR UNOBFUSCATED NAMES! so we dont have .getBlockId we have .func_i4j4w23_b or something
  11. Hi can someone please either tell me or point me in the direction of how to set up the netty system for use in my mod to send and recieve info from my tile entities to my guis and vice versa? I have looked at ForgenetworkHandler but Im not quite sure what to do there, do I make my own one of those? And how would I send data through its channels?
  12. I looked at it, no idea what to with it. Im guessing I need to register my channel, but how do i use it? I think, or do I uuse their channel. Im gonna take a break from modding for a while I think.
  13. Im not, am I? I think I had this problem before. Hmm. Ill search my Gui real quick for 'slot' 'ItemStack', stuff like that. Oh, didnt notice that. Kay, that part is all fixed. Now to find out about how to use the netty system so I can convert my packet systems
  14. Okay, I have added it in so the gui opens on the server first and then subsequently the client as the server forces it too, and I shall try the same trick with the drawCircuit's code (check the github)
  15. So thats the games packethandeler now Im guessing? Okay, ill look at it.
  16. https://github.com/KeeganDeathman/LabStuff Theres the github if you need it. ANd I know about packets, I use it to send and recieve a string from my Gui to my tile entity. So how will a packet help.
  17. Could someone tell me what packets have been renamed to in 1.7? preferably IPacketHandler, the onPacketData and getDescritionPacket functions, and the whole network.packet package
  18. Fore 1.7 is out? LEGIT? HOLY CRAP YES! YES! YES! Okay now to buissness, I am currently downloading it now, so I will tell you when I get it set up.
  19. How do I fix this? I have no clue. In my other mod in the same workspace it works fine. Do I need to mark the block for update?
  20. A. Do not, I repeat, DO NOT, post saying your having the same issue, cause it helps none B. When I use setInventorySlotContents in my tile entity, it sets the item, but when I take it out, it resets. Help? setInventorySlotContents: @Override public void setInventorySlotContents(int slot, ItemStack itemstack) { inv[slot] = itemstack; if(itemstack != null && itemstack.stackSize > getInventoryStackLimit()) { itemstack.stackSize = getInventoryStackLimit(); } }
  21. whoah thanks. Like alot, now i can do multiBlocks!
  22. I have an odd delema, I have a machine in the works, I have the input slot, if I put something in it, it apears in the first slot of my inventory(first hotbar space). Vise versa whatevers in my first inventory slot is whats in the containers slot. Heres my code. Tell me if you need anything else. Container: TileEntity:
  23. so is 'when i render the block' when i register the icons or something else. I don't follow. I feel like its simple and im just that stupid.
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