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larsgerrits

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Everything posted by larsgerrits

  1. The line: ItemStack QuartzStack = Materials.matQuartzDust.copy(); causes the crash... But I can't figure out why...
  2. What was the missing library? And where did you find it?
  3. Just copy that method to your block class, add the green stuff to that method and put the @Override annotation above it.
  4. I would help us if we can see your main class...
  5. I'll make my own thread than...
  6. So if anyone knows a solution to that, I (we) would appriciate that. It's kinda weird, that isn't the bugged line. I changed this line of code: int meta = te.getBlockMetadata(); int rotation = 0; if(meta == 2){rotation = 180;}//SOUTH if(meta == 3){rotation = 0;}//NORTH if(meta == 4){rotation = -90;}//EAST if(meta == 5){rotation = 90;}//WEST to: int meta = 0; if(te.worldObj != null) { meta = te.worldObj.getBlockMetadata((int)x,(int)y,(int)z); } int rotation = 0; if(meta == 2){rotation = 180;}//SOUTH if(meta == 3){rotation = 0;}//NORTH if(meta == 4){rotation = -90;}//EAST if(meta == 5){rotation = 90;}//WEST Now it doesn't crash anymore, but when I add: System.out.println(meta); and it seems like meta is always 0... If anyone knows why that is
  7. So if anyone knows a solution to that, I (we) would appriciate that.
  8. It still gives me an error: On the line 11 before the end it says: at mod.larsg310.bd.render.ItemTrafficLightRenderer.renderItem(ItemTrafficLightRenderer.java:30) And that is this line: TileEntityRenderer.instance.renderTileEntityAt(new TileEntityTrafficLight(), 0.0D, 0.0D, 0.0D, 0.0F); And thats in in the method: @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { TileEntityRenderer.instance.renderTileEntityAt(new TileEntityTrafficLight(), 0.0D, 0.0D, 0.0D, 0.0F); } If anyone knows a solution, I would very appriciate that!
  9. That code is giving me a crash. Crash report: Error log: Eclipse log: ItemTrafficLightRenderer.java: TileEntityTrafficLightRenderer.java:
  10. You don't have to just give people code, they need to search/research. Like he can look at the potion class and search there.
  11. For that you need and crafting handler. That basicly a class that implements ICraftingHandler. Add the unimplemented methods and you'll need some for loops to check if the item in the crafting grid. If it is, you need to add a new itemstack with the same item to your inventory, but with a lower durabillity. Than in your main class you'll need to register your crafting handler
  12. Have you searched for some tutorials yourself? That is the first thing that you have to do?
  13. It would be helpfull if you give us ALL the code so we can solve it faster.
  14. Nvm, never knew that the package is case sensitive.
  15. No, it works in eclipse! But if I recompile my mod and i put it in minecraft, the textures don't load. My package structure is as follows: zip file - META-INF - MANIFEST.MF - mod - larsg310 - bd - [all files] - mods - bd - textures - blocks - [all textures
  16. Now I've compiled my mod and it don't crashes, but the textures are not loading in-game. Screenshot: [/img]
  17. To show your model in your inventory, you need a item renderer. Thats this class: And put this in your ClientProxy class:
  18. And what would i put as my arguments? If I hover over this line: GameRegistry.addRecipe(new BDShapedRecipes()); it sais: Add arguments to match 'BDShapedRecipes(int, int, ItemStack[], ItemStack)'.
  19. So i made a new recipes class and a new CraftingManager class, but do you know where it is called?
  20. And this is not the place to put modding tutorials up!
  21. What List class did you import?
  22. Negating it. So that it gives me 2 different blocks instead of the same one.
  23. No, its a bit hard to understand. So, if i wanna craft a block with this recipe: "YXX","YXX","YXX" I get the proper block. But if I craft ablock with this recipe: "XXY","XXY","XXY" i get the same block as the first one. That's because the two recipes are mirrored.
  24. You could make an API, and let your 3 mods use that API, so that they need that API installed to make that mod to work.
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