Jump to content

saxon564

Forge Modder
  • Posts

    490
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by saxon564

  1. So back in 1.6 to register a sound you had to do: event.manager.addSound(String); But now addSound doesnt seem to exist and i cannot, for the life of me, figure what replaced it. could anyone help me out here? Also i noticed @ForgeSubscribe is no longer an annotation and again, im lost as to what replaced it, im guessing it was maybe @EventHandler, but i do not know for sure. Thank you in advanced
  2. I suggest goind into the EntityCreature class as taking a look at that code. I copy and pasted thr attack code in, tested the tasks to get it working, then modified the variables to what i wanted. But thats what i had to do to get my mod working the way i wanted, for you there may be a simpler way, but thats the way i know.
  3. Ok, i finally got it working like its suppose to. here is the "final" code:
  4. i forgot to change "StoredEnchantments" to ench on the second one thats why, but thats not the problem, its not even getting to that second test EDIT: OHHHHH ok, i wasnt thinking when i first wrote this reply. well that fixed the last crash, now i juts need to figure out why it only reads false when checking the enchantment id.
  5. ok, so that seems to have fixed it not getting past that point, now here is the new code: now the crashing point is herewith a NPE: for (int i = 0; i < enchants.tagCount(); i++) { i did try throwing that into an if statement to try and check it, but it crashed in the if statement.
  6. how would you suggest checking if it was null? I used if (item.stackTagCompound.getTag("StoredEnchantments") != null) { but it crashed on that check. stacktrace:
  7. I have looked at some other posts but none of them seem to have worked, I have also tried some round-about ways of doing this but again, to no avail. I need to check for the pick having Silk Touch to prevent the mob from spawning when you break the ore with a silk pick. here is my ores code: it ALWAYS crashes on this line specifically: NBTTagList enchants = (NBTTagList) item.stackTagCompound.getTag("StoredEnchantments"); and I have no idea why, since i did take a look at some other bits of code in the game and it uses the same code. Does any one have any idea why it is crashing on that line only?
  8. well at least the ore is spawning i guess. idk why i always have such rotten luck with ores either not spawning at all, or spawning way to much.
  9. A) i fixed the thread title. I havent done much 1.7 work with forge up until now, so that is just me getting ahead of myself B) what i am showing is what i want it to be i know that number tells how many to a vein. C) i kept working on it and added a System.out.println line to tell me locations. so now the issue is, and i had it back in 1.4 the ore seems to generate MUCH more than coal even when set to 'i < 2' which if i remember right is suppose to be the number of times it attempts to generate per chunk.
  10. Now this isnt the first time ive done ore generation, but the last time i did it was back in 1.4.7 with my first mod which i dropped not long after. I have taken and copied the code from it and modified it a bit to fit the ore i have. the problem is, it does not seem to be generating the ore at all. I have set the values to insanely high amounts to check and see if it is actually generating with no luck. here is the generator code: chances are there was a change that i nor eclipse are catching. here is the main class: and for anyone that is going to say to look up tutorials, i cannot find the one for ore generation on the forge forums, none of the videos ive been able to find for 1.7 go over ore generation, and none of the threads i have found have answer to this issue.
  11. looking at the model code, what is "shape5" with so many parts, some of which arent fully seen, i cant figure out which part that is, plus the offset it has is quite a large distance.
  12. check the EntitySlime class for how to make it jump, then add a randomized timer to it in the LivingUpdate method so that it will only jump when that timer reaches 0
  13. The wold doesnt use an animation when you make it sit. The way the model is called changes so it is rendered differently. Just like many mobs have an "isBaby" call to change the model the same goes with the wolf.
  14. You should try looking into the EntityEnderCrystal class to see how it works, there are several other classes you can look at too to se how movement is canceled out
  15. Now that he says it, i realize that coolalias is right, your issue is that you are not checking to see if attack time is >= 0 before it tries to attack, so it doesnt get stopped by the timer
  16. I want to make my Redstone Chicken give off a redstone signal in the blocks that it occupies, so up to 8 blocks. I have looked at the BlockRedstoneLogic class since thats the only class i could find that handled redstone logic. I am stumped on how to pull this off since i cant call on that class.
  17. I imagine your going to have to set up a Tick Handler to delay it 40 ticks. as for how, I am not sure because I have not done that before.
  18. I havent done it before, but couldnt you remove the target task itself and the readd it when the mob gets out of range? So your not setting the target to null your telling it not to even check for a target, though you will still have to set it to null when you remove the task.
  19. I do not know how to, but im 100% sure that if you searched a bit you will find it, either on google or a topic on here.
  20. Your mob should look black and purple because your pointing to a (mostly likely) non-existant texture at assets/modid/textures/mobs/PedophileMob.png instead of assets/wthmod/textures/mobs/PedophileMob.png
  21. RenderingRegistry.registerEntityRenderingHandler(EntityPedophileMob.class, new RenderPedophileMob(new PedophileMob(), 0.3F)); Your missing your model, you are trying to pass an instance of your mob as the model which does nothing.
  22. Could you post the filepath that you have after you zip it, starting with the zip file name itself
  23. By removing proxies you are making your mod SSP only. Servers will crash if they try to run it.
  24. I would not suggest that, by setting that to true it will require the server to have the mod installed to connect to it and 90% of the time it should be false That doesnt make sence since online-mode in server.properties requires to to have bought minecraft to connect if set to true. It should have no effect on any mod. Im not saying i know what the problem is, i dont, im just saying that im sure that is not the issue.
  25. the code he gave is universal, it will not just work with Mo' Creatures, it will work with all mods. you remove the spawning of all mobs from your biome/dimension, then just add the ones you want. I have not done this myself as i have not done anything with dimensions or biomes but i know that the concept is right.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.