Everything posted by larsgerrits
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Xray Glitch on Custom Rendered Blocks
Add this to your block class: public boolean isOpaqueCube() { return false; }
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Help with making a block that generates in the sky
That should work, but that's going 20 blocks up in a second, so you might want to add a timer.
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Help with making a block that generates in the sky
In the updateTick (right method name?) method in your block class.
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[1.5.2] [Forge] Structure Spawning
for(int x1 = -2; x1 < 2; x1++) { world.setBlock(x-x1,y,z, BLOCK_OF_YOUR_CHOISE.blockID) } That code will spawn a straigt line of five blocks of your choise.
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[1.5.2] [Forge] Structure Spawning
Why don't you use for loops for the block placement???
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[1.6.4]GuiMainMenu question
You can use forge to modify base classes, so your mod can be used with other mods.
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[1.6.4]GuiMainMenu question
Don't edit base classes!!! You can do all those thing without editing base classes!
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[Question] Is it possible to use blocks from other mods?
You can use the API of a mod if it has one, but else, you can't (i think)
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[SOLVED] only getting blocks from itemstacks
You can also hit Ctrl(Cmd)+Shift+O to organize all your imports, and it also imports everything you need.
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[SOLVED] only getting blocks from itemstacks
Try this: if(itemstack.getItem() instanceof ItemBlock) {things}
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[1.5.2] increase partical view distance
I think you mean: public double getMaxRenderDistanceSquared() { return 4096.0D; } i think that if you increase that it can render further away.
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Forcing renderer to change texture
TileEntity code?
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[Solved][1.6.4] Crashes while loading mods in a dev environment.
You can also run Bearded Octo Nemesis to deobfuscate the mod and you can put it in the mods folder.
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Changing the scale of a texture
GL11.glScalef(...);
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[1.6.4] Get block icon based on TE
You need to do: world.markBlockForUpdate(x, y, z) instead of: world.markBlockForRenderUpdate(x, y, z)
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[SOLVED]Metadata Half Slabs and registering name
Use language files.
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Tile Entity not saving coordinates
You need to register your tile entity for it to be calling readFromNBT and writeToNBT,so it can save the coordinates.
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What if I'd use Java 7 for my mod?
I think that if you use a method or class that was implemented by Java 7 and someone uses that mod of you and has Java 6 installled, it crashes.
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[1.6.4] Game crashing when using a NBT
if(par1ItemStack.stackTagCompound.getInteger("myRandomNumber") != null)
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[1.6.4]Ore Dictionary weirdness [Unsolved]
Ok, i got this code: ArrayList<ItemStack> ores = OreDictionary.getOres(OreDictionary.getOreID("oreCopper")); but how would i get the block id for copper ore out of that?
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[1.6.4]Ore Dictionary weirdness [Unsolved]
Hello, i have a grinder block and it has a tile entity, and in the updateEntity method in the tile entity, i call this code: System.out.println(OreDictionary.getOreID("oreCopper")); I have IndustrialCraft2 installed and there exists copper in the game, but it prints this in my console: 2014-01-05 20:50:47 [iNFO] [sTDOUT] 69 but that isn't the id of the copper block!!! is this a bug with the OreDictionary or am i doing something very wrong? I did all of this testing because this code works with iron and gold, but not for the ore dictionary checks: public static ItemStack getGrindingResult(ItemStack itemstack) { if (itemstack != null) { if (itemstack.getItem().itemID == Block.oreIron.blockID) return new ItemStack(TechCraftItems.DUSTS, 2, 0); if (itemstack.getItem().itemID == Block.oreGold.blockID) return new ItemStack(TechCraftItems.DUSTS, 2, 1); if (itemstack.getItem().itemID == OreDictionary.getOreID("oreCopper")) return new ItemStack(TechCraftItems.DUSTS, 2, 2); if (itemstack.getItem().itemID == OreDictionary.getOreID("oreTin")) return new ItemStack(TechCraftItems.DUSTS, 2, 3); if (itemstack.getItem().itemID == OreDictionary.getOreID("oreSilver")) return new ItemStack(TechCraftItems.DUSTS, 12, 4); if (itemstack.getItem().itemID == OreDictionary.getOreID("oreAluminium")) return new ItemStack(TechCraftItems.DUSTS, 2, 5); } return null; }
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[1.7.2] thoughts about manual deobfuscation
That could be very nice if forge would implement that!
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[How-To]Build multiple separate projects with Gradle
At the independent setup, you said that you need to setup your forge folder with either "gradlew setupDecompWorkspace" or "gradlew setupDevWorkspace". Do you also need to run "gradlew eclipse" to make it work, cause i did everything you said in the post, but if i import a existing project into workspace, it can't find my project. PS: i didn't use the gradle plugin for eclipse because it seems like i don't have the eclipse marketplace...
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Where are the client and server downloaded?
Thank you, it's solved for me now!
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Where are the client and server downloaded?
I don't think that's in my forge folder because if i delete my whole forge folder and redownload it it still sais it's already there and that it's corrupted...
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