
OvermindDL1
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Everything posted by OvermindDL1
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Not just for 'ores', it can be used to provide mapping of any identical 'basic' items between any mods should they choose to use it.
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Minecraft itself will throw an exception if 2 blocks have the same ID. Forge does not change that at all as it is quite effective. You can blame Eclipse for catching the exception.
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How do I reintroduce a block in my mod class?
OvermindDL1 replied to TorchicBlaziken's topic in General Discussion
For note, that will only work in MCP, not as an actual mod. -
Would be appreciated.
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Forge is undergoing massive additions lately, it will be gotten to soon.
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Not a bad thought, IC2 could use it as well...
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A mod that does base edits, regardless of how it bootstraps itself, is not an ML mod.
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Hmm, this is not a bad idea... Can someone do a PR for it?
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Block with Textures from 2 Terrain Sprites
OvermindDL1 replied to GiannivanMarion's topic in General Discussion
See how fire/water textureFX's work? -
How do I reintroduce a block in my mod class?
OvermindDL1 replied to TorchicBlaziken's topic in General Discussion
Java Reflection Google that. -
Where to store player specific data accessible by items
OvermindDL1 replied to swaygr's topic in General Discussion
When key is pressed, look at player and see what their active item is, if yours then do what you need. -
How to I manually start minecraft using 'Run'?
OvermindDL1 replied to WiseWoodrow's topic in General Discussion
Or just look in the ForgeModLoader-?.log file. -
Probably the storage minecart is the traditional way?
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I am not sure, but if you can find a good injection point then you can submit a Pull Request.
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TextureFX, will need to learn it.
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You can corrupt the chunks that you want to regenerate using the map editing utility. When MC reloads it then it will regenerate. Make backups of course!
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Yes, and all that is in the readme.
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Near the end of the variable declarations on Entity or EntityLiving or whatever it was there is a commented variable saying that it was added by Forge for just those purposes. You can read from and write to it just like an normal NBT data.
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I would recommend looking at cpw's IronChests and CompactSolars mods as examples: https://github.com/cpw In essence though: GUI: You have a container on the server side, a GUI on the client side, they talk, plenty of examples in vanilla as to how, but usually it just works. TileEntities: You use the getDescriptionPacket call or whatever it was to send information to a TileEntity, you want to minimize the size and how often these occur, 'emulate' things on the client if possible, the lower network usage then the better.
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[Solved] Can't decompile Forge for the life of me
OvermindDL1 replied to dmillerw's topic in Modder Support
Yeah, that is an MCP'ism. -
You can attach arbitrary NBT data to any entity, why would that not work for you?
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Cannot really help without the log of the crash?
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I do not think so as of yet, but I think it is on the roadmap.