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saxon564

Forge Modder
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Everything posted by saxon564

  1. Unless he adds a new NBT Tag that is specific to the armor, like "Fly From Armor" and it will only turn off fly if that is true, but it may be more work than he is willing to do. Just a thought, I could be wrong about it being possible this way as I have little experience with NBT Tags, but I know some other mods to add NBT Tags, so I would believe it's possible. It could still break other mods, but just not as other or likely as the normal way.
  2. Are both your biomes doing this, or have you only seen one of them? Also a quick note, your like to your repository is broken, so you may want to get that fixed.
  3. As the title says, I have having trouble being able to interact with a custom fire I am adding, I cannot hit it to put it out, I either have to place a block on it, or break the block it's on to get rid of it. My code for the block is here. Does anyone have an idea as to how to get it to work? I have looked at BlockFire and cannot figure it out. EDIT: Please read through the ENTIRE thread before commenting to use PlayerInteractEvent. I have answered why that does not work for this several times.
  4. It does not, but it does extend BlockFire and has all the same methods and BlockFire. So that is what gets me. What makes the bounding box for fire non-existent but still possible to interact with?
  5. The only way I can really answer that is, I have not found a pattern as to when it has a texture. It seems to be random when the texture actually works. I wish I could give a pattern, then it would make it so much easier for me to debug myself..... And that makes this the second question that I asked because I was being stupid and overlooking the obvious error. I got this figured out by telling my blockstates json to look a folder deeper to get the models. Now the only problem I have is that you cannot just hit the fire to put it out. You either have the place a block on it, or break the block it's on.
  6. I adding a custom fire to ignite custom portals with (this is working without a problem) but I cannot get them to be consistently textured. Most of the time, the fire has the black and purple box, and occasionally it actually has a texture. I cannot figure out why it is doing this, I have changed everything to point to the correct locations and have checked all my code, but it just will not grab the textures. Attached below is an image of what it looks like more often than not. You can find my code here on Github.
  7. Big mistake on my part, found out I didnt label my config files correctly and saved both biome ids to the exact same file and variable.
  8. As I would expect from you
  9. bad wording, a method within the world class which can be obtained using player.worldObj. I noticed I could have worded that much better after I posted it. My bad.
  10. What Diesieben said. playSoundAtEntity is a woldObj method, just to help you find it.
  11. How do you have the sound registered? as a "sound" or an "effect"?
  12. Try getLight(). This is what is used in the mod spawning code so I know it returns an actual value and it uses the same parameters at getLightBrightness().
  13. It is hard to accurately help when there is no code to see. Please post your source for the biome so we can see it.
  14. I've finally gotten all my code updated to 1.8 and am now adding new dimensions, I had this working back in 1.7 but never released an official version because there was more I wanted to do with the idea. The problem I am running into is that only 1 biome "Chicken Plains" is generating in my dimension when there should be two biomes "Chicken Plains" and "Chicken Forest" I have done everything I can to figure this out without help. I have cross checked it with vanilla code and have found nothing. So my question is, could someone take a look here and possible point me to where my error is? I have all my code hosted on GitHub here. As i said, I am not finding anything wrong when comparing it to the Vanilla code and am hoping someone here will be able to find the error.
  15. It is not bad to use a Coremod. Diesieben was saying not to edit Minecraft classes directly, as that is what it sounded like you were saying. I cannot go into the specifics of how coremods work. As I said in my last post, my programming skill level is nowhere near being able to make a coremod, and I have a basic understanding of them, but cannot explain how they work clearly.
  16. Sorry about that. I know this would cause compatibility issues. But... I don't know the purpose of a coremod even I have wrote some. Is it bad to replace a method or a class? It is not necessarily "bad" BUT it is not good. It does no one any good replacing a method or class. Not only does it limit compatibility, but it can potentially break the game. Around here it is strongly frowned upon to do such, and it should only ever be used as an absolutely last resort, which you should never reach. Almost anything you will ever want to do, either Forge already provides a way, or a coremod will fill the gap. I will admit, I know nothing about how to make a core mod, my programming skills are no where near where they need to be to do that. But I can say, if you don'd think there is a way in Forge to do something, then you can either request it on github, or consider making a coremod, just do NOT edit the classes directly.
  17. Well I have no idea what was going on or why, I replaced the build.gradle again and it worked. Now to figure out the new entity rendering system. Thanks for trying to help diesieben, it's very much appreciated.
  18. I run the command 'gradlew setupDecompWorkspace eclipse' as I have been doing since 1.6 and I launch using the 'run client' option in eclipse. my build.gradle file looks like this:
  19. none at all, heres the console logs to back my claim of no errors. I just tried deleting everything but my source files and rebuilding my environment from scratch, and that did nothing.
  20. I have recently started updating my mod Mo Chickens to MC1.8 and for some reason, eclipse doesn't want to load the mod into the eclipse client when I try to test that the mod will work in 1.8. I have cross checked it with another mod I am working on, and see nothing that should be preventing it from using the mod. here is my main class: Does anyone know why it may be doing this? I have tried rebuilding my workspace several times and that has not worked. I have done everything I can think of and am at a dead end. If you need any other code, I will happily share it with you.
  21. I'm afraid I don't understand what you are asking.
  22. You're image isn't showing properly. gradlew setupDecompWorkspace eclipse is all you should really need, but you could be missing something elsewhere.
  23. Could you show exactly what command you are putting in on cmd? As well as possibly a screen shot of your cmd output?
  24. well I removed an else statement that shouldnt have been causing the issue on normal worlds but was, and things are all working smoothly. Sorry for wasting your time.
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