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Tekner

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About Tekner

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    Tree Puncher

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  1. You'll want to override the following functions: //This disables the ability to place torches/redstone/etc on this block. Use it on non-solid blocks or blocks with custom renderers. public boolean isOpaqueCube() { return false; } //This removes the collision box from the block, making things pass through it. public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4) { return null; }
  2. Tekner

    TurtelAPI

    The api for computercraft is included in the normal mod download in a folder called, appropriately, "api".
  3. The reason it works in eclipse is because it runs the game off of the source files, as you'd expect. Forge is a mod loader and does not edit base class files except where it needs to for its own purposes. That said, it will never compile base class changes. Those stay in eclipse and for good reason. If you have to change something in the vanilla code, you use reflection. If you don't know what reflection is, well you have more homework to do (Quite a bit. Reflection is an advanced topic, but there are tutorials you can copy/paste and modify to get it to work.) The short explanation is that ref
  4. You can create your own redstone block class by copying the code from the vanilla redstone block (inheriting may or may not be enough depending on if the methods/fields you need to access are set to private or protected.) Then change your custom class to always be on. Then, when right clicking vanilla redstone, change it to be your custom version of redstone and vice versa to turn it off. This is essentially replacing the redstone with a redstone torch, but makes it more discrete visually. I haven't looked at any of that code, but if it uses tile entities in any way, make sure you clean t
  5. This doesn't answer your question directly, but maybe this will still be helpful. What launcher are you planning on using to go along with your modpack (assuming you meant modpack and not just a single mod)? Most modpacks use a specific, or even proprietary (like the Technic Pack), launcher to make sure all of its files are correct. The advantage of this is that it can update your modpack for your users automatically and it can update any file, not just mods. This lets you add things like Optifine or other minecraft mods that have to be added directly to the Minecraft.jar like your modified
  6. I was wondering if there's already an external or forge-implemented API for adding tabs, specifically to the player's inventory screen (<E> Key.) The effect I'm looking for is something like what Tinkers' Construct has for its extra armor/accessories tab and its knapsack tab (Direwolf20 shows it off in his mod spotlight found in that link at 25:00 minutes.) Now, I know I can fake it by drawing on tabs in the tick handler when the current gui screen is the player inventory, but handling that and disabling/enabling inventories to only draw when a certain tab is active is going to get
  7. I had a feeling it had to do with the mods folder being part of your package hierarchy.
  8. So you're saying that your root folder, "mods, is in "MCP\src\minecraft"? And the full path is "MCP\src\minecraft\mods\SpawnEggsPlus\common\SpawnEggsPlus"? Also, why are one of your folders called "mods"? I'm guessing that's so that you can put your textures and things in there? You should be putting your "mods" data folder directly into the "MCP\jars\bin\minecraft.jar". That may be part of your problem. Lastly, the folder that you're right clicking on to zip up is the "mods" folder in "MCP\reobf", right? And that's after running both "recompile.bat" AND "reobfuscate.bat"? (or .sh if
  9. You should look up how the vanilla beacon does it. The best way to do this is to use math (Sin and Cosine) and offset your x, y, and z positions accordingly. If you don't know basic geometry to be able to do this, now's a better time than ever to learn.
  10. In your mcp folder (the one with all the batch and shell files), first run recompile.bat on Windows, or recompile.sh if you're using Unix. After that's done, run reobfuscate (bat or sh.) Your mod will be in its own folder in the mcp/reobf/ directory. Using an archiving tool to zip the folder into a .zip or .jar (jar files are zip files with a different extension.)
  11. Your Gui can extend GuiScreen and your block can implement ITileEntityProvider if you don't want a container. This also means that you don't need to pass a Container to the server in your GuiHandler. I know this works because my mod currently already does this. As for closing the currently opened Gui, just use: mc.displayGuiScreen((GuiScreen)null); if calling this from a gui window, or: Minecraft.getMinecraft().displayGuiScreen((GuiScreen)null); from anywhere else in the client code. If you want to close it with the E key, then you'll have you use a KeyHandler. There are p
  12. Your Gui can extend GuiScreen and your block can implement ITileEntityProvider if you don't want a container. This also means that you don't need to pass a Container to the server in your GuiHandler. I know this works because my mod currently already does this. As for closing the currently opened Gui, just use: mc.displayGuiScreen((GuiScreen)null); if calling this from a gui window, or: Minecraft.getMinecraft().displayGuiScreen((GuiScreen)null); from anywhere else in the client code. If you want to close it with the E key, then you'll have you use a KeyHandler. There are p
  13. The first two can easily be done without editing base classes (which you should avoid at any cost unless it is 100% necessary.) All you have to do is make new tools and armor extending the vanilla tools and armor, and then change the vanilla recipes to output the new tools and armor. By harvest levels, I'm assuming you mean hardness. You can easily change hardness by using the Block class. It has a list of all the blocks in the game and you can use setHardness() on any of them. Example: Block.obsidian.setHardness(25); 25 is half the vanilla hardness of obsidian, so it'll take ha
  14. The first two can easily be done without editing base classes (which you should avoid at any cost unless it is 100% necessary.) All you have to do is make new tools and armor extending the vanilla tools and armor, and then change the vanilla recipes to output the new tools and armor. By harvest levels, I'm assuming you mean hardness. You can easily change hardness by using the Block class. It has a list of all the blocks in the game and you can use setHardness() on any of them. Example: Block.obsidian.setHardness(25); 25 is half the vanilla hardness of obsidian, so it'll take ha
  15. Any time I need to draw an icon, or anything really, I just draw it off of a sprite sheet. I bind the texture like you do and use drawTexturedModalRect(). You just specify where to draw it, and where on the sprite sheet the part you want to draw is and how big it is. Make sure the file is 256x256 or a multiple of that (E.g. 512x512.) The position and size is also assuming that your sheet is 256x256, so position (128, 0) is always the top middle. If you don't want to do it that way (I'd recommend you do because you don't have to put your icons in the mods folder and you can put everything
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