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Mitchellbrine

Forge Modder
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Everything posted by Mitchellbrine

  1. So, as I was working on doing some achievement based stuff for my mod, I tried to create a crafting handler. Upon doing so, I noticed that ICraftingHandler is no longer an interface. Just wondering if anyone knows what it was replaced by or what I can use to get the same functionality? An event, possibly? Thanks in advance!
  2. http://www.minecraftforge.net/forum/index.php/topic,16779.0.html I put what I used for my same issue in there. Hope it helps!
  3. Nevermind, got it to work. Had some proxy issues with code order. Fixed, but still have a bug of it being rotated 180 degrees wrong.
  4. Now that I think about it, there should be some flags in World.setBlock(x,y,z) that makes it so it doesn't do that... I think.
  5. Try testing it yourself. It could work by just World.setBlockToAir(x,y,z), but I'd need to try it
  6. I have an ItemRenderer class, my whole code worked back in 1.6.4, but now it seems to be flat-texturing. I got rid of any IIconRegister(s) and .setBlockTextureName("blahblahblah"), but it still does it.
  7. A fingerprint scanner is a device that scans one's fingerprint. (sarcasm) Such complicated material there! (without sarcasm) But you can accomplish this in code by finding out the player's username and if it matches a certain one, it triggers something.
  8. Um, Eternaldoom, did you look into the Fluid.class? In there it says that those are just so mods can use those to their advantage. It literally does nothing unless another mod uses it. But feel free to create something that turns those into gases. That would be cool!
  9. ... (sarcastically) Let me think... Oh yeah, make a third tool that has two of MinecraftForge.setToolClass(<Your Item>, <Class>, <Tool Level>). Enjoy!
  10. Just wondering... how else did you succeed to do this with Eternal's help? I try but I keep getting a flat icon instead of an untextured block.
  11. It's an NPE, right? If you can, please show all your code that you think is part of the error, not just the constructor. I have an idea, but I need to see the code
  12. Oh really... My TickHandler: Now, tell me... what does this line do right here? world = (World)tickData[0]; It casts World to tickData[0]! It's completely possible! No errors and works like a charm! No, tickData is an Object[]... Okay, I may be off on my logic there, but it WORKS!
  13. I fixed the problem, guys! It is possible to cast a class to Object[]! Turns out, I needed to use if (tickData[0] instanceof World) { world = (World)tickData[0]; } instead of if (tickData instanceof World) { world = (World)tickData; } Technically, tickData all alone is an Object. To cast to it, I needed it to be an Object[], so I made it tickData[0] and it works like a charm!
  14. I don't know GitHub, but I'm pretty sure you can collaborate on one file. Anyway, to do this CORRECTLY, you need to: 1. Put the init and recipes in the MAIN CLASS instead of complicating yourself up in crazy ways. 2. Put the contents of the init in your load method. 3. Put the contents of your recipes method into your load method. 4. Delete your init and recipes methods. Again, I state you can use just ONE file, not a million.
  15. Well, I had this EXACT SAME ERROR at the beginning of my own mod. Your issue is that it's an out of bounds exception. Your block ID NEEDS to be below or equal to 256 or it can't be cast as a byte. In my issue, it generated Quartz Ore instead of my block.
  16. I think you should redownload Forge, then reinstall it. If that doesn't work, make sure you're copying over the "forge" folder entirely.
  17. Hmm... I would say reinstall Forge first, then come back if it's not working again.
  18. Define 3D a bit more. Do you want it to display like a sword or a custom model?
  19. As far as I know, there isn't. Just take a guess for the id. 5 is the farthest Minecraft uses. As long as you make it something greater than 10 (which I think most people will use), you probably won't conflict. (P.S. I'm sorry I didn't realize the previous post was posted until today.)
  20. My guess is you formatted your code like this: public static Item CopperIngot; @EventHandler public void preInit(FMLPreInitializationEvent event) { LanguageRegistry.addName(CopperIngot, "Copper Ingot"); } @EventHandler public void init(FMLInitializationEvent event) { CopperIngot = new Item(//InsertIdHere).setTextureName("//Insert Texture Name Here").setUnlocalizedName("//InsertTechnicalNameHere"); } If so, switch them around! You're trying to name something that is null, just like diesieben07 said.
  21. You should look into ghasts and ender dragons. They are noclip and you should try looking at the render files for them. I'm just guessing, of course. I've never looked into noclip.
  22. Firstly, use FML... Secondly, the load() method will do ABSOLUTELY jack squat without it being an initialization event. (Which involves using FML) The load method should look like this: @EventHandler public void load(FMLInitializationEvent event) { // Insert Initialized Code Here }
  23. Here's my NON-CODED () answer: 1) Extend BlockCactus 2) Take a look at BlockCactus 3) Find the right fields 4) Customize them to your own needs
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