saxon564
Forge Modder-
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Everything posted by saxon564
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http://bit.ly/1fl2OMM
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Hes not saying it would pause the game, hes saying if YOU paused it the coubter would keep going.
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Your package structure once i looked at it was enough to show you dont really know java. I suggest you learn java enough that you can make sence of the minecraft code even if you dont fully understand it that way you can also figure things like this out.
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Whats the crash report? You say it crashes but give us no information about the crash. What is suppose to happen when the crash happens? Just giving the code tells us nothing about your crash. We could sit here all day telling whats wrong with your code but still not fix the crash.
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Well to adequitly be able to help, you would need to share your source. My guess is that you are not extending EntityRideable. I have not done anything with being able to ride mobs myself but im sure that you should be extending it.
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I did figure that out after a while of reading the error message. I have since got what i was trying to do working. Thank you guys for your help.
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whoops my bad, using the correct cast it says "Cannot cast from capture#1-of ? extends Class to Entity"
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when i cast to Entity i get the errors "- Syntax error, insert ";" to complete LocalVariableDeclarationStatement" and "- Syntax error on token "=", Expression expected after this token" here is the newer line with the cast Entity newEntity = [Entity] type.getDeclaredConstructor(World.class).newInstance(par2EntityPlayer.worldObj); and heres the updated for loop: for(int i = 0; i <= MoChickens.eggNum; i++) { System.out.println("Class " + MoChickens.egg[i] + " has been added"); Class<? extends Class> type = MoChickens.egg[i]; Entity newEntity = [Entity] type.getDeclaredConstructor(World.class).newInstance(par2EntityPlayer.worldObj); }
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Entity newEntity = type.getDeclaredConstructor(World.class).newInstance(par2EntityPlayer.worldObj); it gives an error saying that newEntity has to be changed to Class and not Entity.
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the title is a bit misleading but i dont know what else to say, im trying to store classes in an array to call back and spawn the entity stored in it. here is what i mean: for(int i = 0; i <= MoChickens.eggNum; i++) { System.out.println("Class " + MoChickens.egg[i] + " has been added"); Class<? extends Class> type = MoChickens.egg[i]; type chicken = new type(par2EntityPlayer.worldObj); } the array is egg[] which stores a class. so I want to get the spawning class from that array, but I am not sure how.
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ok, thank you for the help.
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Aww man :-( lol. Do i have to call that in someway or does the game do that itself?
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So some of you may remember that I was having problems with mob names before, which was fixed, but I have come across a problem with servers where if your on a server and the mob kills you it shows the entity.mochickens.<mob>.name as the name on the server. Here is just one line from the code which I have a feeling it has to deal with LanguageRegistry.instance().addStringLocalization( "entity.mochickens.DiamondChicken.name", "Diamond Chicken"); This line is called during the Init phase, I am wondering if this is something I should be doing in a proxy on the server side or what needs to be done. I would like to get it to show the Diamond Chicken name when your on the server instead of the unlocalized name. Also here is the code for when the entity is first registered EntityRegistry.registerModEntity(EntityDiamondChicken.class, "DiamondChicken", 500, this, 40, 3, true); I even made sure the entity registers were before the language registers.
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there is no official release for 1.7.* there are dev builds available to modders, but nothing stable for general use quite yet.
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Alright that got it to load but its giving me this very small white box like the size of a half block. I have the textures I believe set right. eclipse > Minecraft > bin > assets > skeith > textures > Skeith.png Would my Rendering be off? Everything looks ok, for your texture though, it has to be src>assets>skeith>textures>skeith.png and last i knew @preinit and @init are depricated and are being replaced with @EventHandler. I will compare this all with what i have done in the morning.
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[SOLVED] [1.6.4] Spawning mobs in other mods biomes
saxon564 replied to saxon564's topic in Modder Support
ok, so after a bit of fooling around to get the filtered biomes sent back as BiomeGenBase i finally got it working as intnded, thanks for the help once again Draco -
[SOLVED] [1.6.4] Spawning mobs in other mods biomes
saxon564 replied to saxon564's topic in Modder Support
Thanks, and from this i can set up some arrays for temperature ranges then spawn my mobs off of that -
now i know the quick fix would be doing BiomeGenBase.* or something like that, but what wondering is if there is a way to get the temperature for the biome and spawn that way, i seem to recall that this was possible, but im not finding it without calling a specific biome. Could anyone explain how this would work? I am looking at the source for Mo' Creatures, but he adds mobs in a roundabout way.
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from some testing ive done i think that many mod blocks, items, and entities are also saved as mod.<name> but it also cross checks the ids for blocks and items, with the removal of ids it will just leave mod.<name> which it will jus check that so there shouldnt be much of an issue, i know this is in fact how it will work for mobs, as thats where most of my testing has been, but im not so sure about blocks and items. i think thats hows it will work though. anyone who has more information about this will either agree or correct me.
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[1.6.4] How to change a name of a item in code when right clicked.
saxon564 replied to gmod622's topic in Modder Support
so your trying to change the code itself when you right click the item? or are you just trying to change the name of the item when you right click with it? -
well, the only solution i can think of then, is to reinstall the forge source.
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in the file paths on the left there will be a red x on one of the folders, keep following it until it gives you a file, open that file and find the line that is wrong, once you find it see what it suggests doing, if your not sure what you need to do to fix it to make it work then post the line here.
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For this most of us use eclipse.
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When you put the line setRotationAngles(f, f1, f2, f3, f4, f5); In did it ask you to change the method that was getting called at all? I have read more into your error and it seems like you changed a method that shouldnt have been touched, because the cause of the crash is a slime that is trying to spawn but the setRotationAngles method in ModelBase.class doesnt match up with what the slime is passing to it.
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Did the error change?