Everything posted by Mitchellbrine
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[1.7.10]Making mobs spawn in all biomes
Use the BiomeGenBase array that stores all the biomes. It's BiomeGenBase.biomeList, I believe. BUT BE CAREFUL! I'm pretty sure it's length is 256 and you know, most of the time, it's not taken up fully, so... Alternatively, you can iterate through that list, create an array list, add in the biomes that aren't null, and then convert that to an array and use it. - - - The reason this works is because the last parameter of the addSpawn is a BiomeGenBase array (or "BiomeGenBase...", which at the end of the parameters means an array), so you can use any array of biomes you want. - - - At least, I'm pretty sure that's correct. I hope that helped!
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Help checking block
Sorry, just a little side note, but here, we can't help you if you don't describe the issue or problem to us. And a worse case of that, as you put it: ^^^ That my friend is not telling us anything. We need a detailed description on the issue or at least a little more explanation or we can't do anything. On the other hand, Thank you for posting your code. That was wise of you. You don't know how many times people don't and it really is a struggle.
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Tile Entity array
3. What's the question? What do you need help with?
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Tile Entity array
Okay: 1. Why do you need this? We need background, context. 2. This is basic java. Learn Java!
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[1.7.10]Boost player in the direction he is facing
I'd say look at the ender pearl entity code and see how it's thrown and do something similar.
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replace block with air
To this, my good sir, I say: Learn Java!
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Crashing on right click
I honestly can't tell you how many things are wrong with that code, but I'll help with your error. You need to be registering your tile entity. GameRegistry.registerTileEntity(<tileEntityClass>,<tileEntityName>);
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[1.7.2][Unsolved]Not Rendering Properly
*cracks hands* Well, let's see what's wrong, shall we? 1. You're registering your items in YOUR CONSTRUCTOR! 2. You need to be constructing your items in the pre-init. 3. You need to register your items in the pre-init. Well, that might not fix your issue, but that would be correct by a mod stand-point.
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[1.7.10] 'API' that registers your block and item
please use a proper mod lifecycle event. Pre-initialization is where you should be constructing your block/item and after that, you should register them. If not, you get all sorts of errors. Your items are null, your blocks are null and you're field is not being changed, like disesieben07 was saying. That's why you're getting a NPE. As a side note (nothing to do with the issue, but it's a bad practice), stop being lazy and don't use LanguageRegistry anymore. Use the en_US.lang (or whatever lang file you use).
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destroy a block in the world(xyz) droping what it drops <SOLVED>
Wait, what do you mean by "world.func_147480_a(x, y,z, true); but still not work " I've used that code many times in 1.7.10, so I don't know how it isn't working. Please explain.
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[1.7.10] Get Player's Capabilities In OnUpdate & Key Handling With Packets
Safely cast it. If you want to get the capabilities, then use player.capabilities. That literally is the capabilities of the player. Also, please explain what you're trying to do.
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[1.7.10] [UNSOLVED] updateTick() on a crop not working
Okay, so I see that your issue is in the update method. Try either updating the block or using using the schedule. Don't use both. See if that works. (If it does, then the schedule might be un-updating it after it updating. If not, let's see what happens.)
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[1.7.10] Adding 'score' to a player
Set an integer in the player's data for the score per-player. NBT stands for Named Binary Tag. It's very useful for per-player integers/boolean/strings/etc.
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[1.7.10] Adding 'score' to a player
NBT
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[1.7.10] [UNSOLVED] updateTick() on a crop not working
Correct me if I'm wrong, but I'm pretty sure you don't have to do that on server side only.
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[1.7.10][SOLVED] Stone Bricks and Quartz don't have efficient tools
Your harvest level -1. The string "Class" is null. That or the stack is null. That might be the issue with the pickaxe harvest level. (That or I'm misunderstanding the issue.)
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[1.7.10] Custom Item Render not Rendering
You should be rendering it more than just EQUIPPED. The render type you want probably isn't being called.
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[1.7.10] [UNSOLVED] updateTick() on a crop not working
You should really look into the world class a bit more. world.func_147480_a(x,y,z,dropItems); ^^^ That is the code for breaking blocks. (It was deobfusicated in 1.6)
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AL lib: (EE) alc_cleanup: 1 device not closed
Also: at com.SirRoyGbiv.magicores.block.MagicOresBlock.getUnlocalizedName(MagicOresBlock.java:25) at com.SirRoyGbiv.magicores.block.MagicOresBlock.registerBlockIcons(MagicOresBlock.java:32) What are those lines of code
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AL lib: (EE) alc_cleanup: 1 device not closed
java.util.UnknownFormatConversionException: Conversion = '%' ^^^ Hmmm, seems like an exception, doesn't it?
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Gui not rendering
The class is only accessed by the client. Put your id in, say the GuiHandler class so it's accessible on both client and server.
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[1.7.10] Custom "Machine" Not letting me move items in inventory.
*sigh* *facepalm* if (!world.isRemote) ^^^ That makes it server-only.
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Gui not rendering
- Gui not rendering
It's because you're not rendering anything. You're just printing it in the console. It's working. You're just not doing anything.- [1.7.10] Custom "Machine" Not letting me move items in inventory.
Opening on client won't let you move your inventory around. It's just plain buggy. Opening on the server fixes it. - Gui not rendering
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