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larsgerrits

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Everything posted by larsgerrits

  1. What do you mean with "tekkit". It isn't a mod or anything, it's a "illegal" modpack. I think your trying to say that your liquid wants to be compatible with one of the mods IN tekkit. But if you register your liquid on the normal way, it should me compatible with BuildCraft or Redpower or other mods with liquid transport tubes or something.
  2. Think of a vanilla block that's larger than one block, peek at its class code. Are there any vanilla blocks that are larger than one block? If so, which?
  3. I suggest following Pahimar's Lets Mod Series EP 4. Theres some handy tricks for updating Forge/MCP and different workspaces. Link:
  4. I never used blocks that where larger then 16x16x16. Can you give me the method that i can use or some more detailed information on the method?
  5. What should I replace UCReferences.MOD_ID with? Your modid that you used in your @Mod annotation in your main class
  6. BoundingBox != CollisionBox getCollisionBoundingBoxFromPool is the function you need to prevent the player from walking through it. And how would i use the getCollisionBoundingBoxFromPool method? And do you know anything about a icon for if the block is in your inventory?
  7. Yeah I did that, but it didn't work for me. And I it gave me errors, so I deleted the armor class because I wanted to do something else without errors. So I don't have the armor class anymore, can you show me how to set up a good armor class? Yeah, this is my SapphireArmor class: Note the last method getIsRepairable: you only want to have this if you want your armor to be repairable.
  8. I have a TileEntity class and if i use the this.setBlockBounds() method in the constructor the bounding lines are drawed but you can go trough it.
  9. I've made a block with a custom model that's bigger than 16x16x16 but the bounding boxes are larger than 16c16x16? How can i extend the bounding boxes? And i also would like to now how to make a icon for the block when its in your inventory.
  10. For armor, did your armor class implement IArmorTextureProvider. It says that it's deprecated but it still works.
  11. I suggest you take a look at the milk bucket class
  12. No, you'll need to make a custom model for your block.
  13. Thank you, that should help.
  14. Ok, i've made a machine and i want it to have a liquid tank like the combustion engine from buildcraft? Does anyone how to add one of those?
  15. Ok, i made a custom furnace and it works almost, but it won't smelt the item. Here is the TileEntityCleaner.java Hope someone can help me with this problem.
  16. Yeah, you have to pass in your modid to your instance. But you also have to change your @NetworkMod annotation to: And in the ClientPacketHandler class: And in your ServerPacketHandler class:
  17. Is your model class extending ModelBiped or ModelBase? It should be ModelBase for a custom model and did you have this line of code in your ClientProxy:
  18. BTW, use spoilers and the code thing. That makes it much easier to read it for ourself and for us. You can access those when writing a new comment/topic. Example:
  19. Can you post your code please? That would make it much easier for us to help you with your problem.
  20. That could really help us trying to figure out the problem.
  21. Are you using MC 1.5.1/1.5.2? So yes, search for some tutorials on the internet for MC 1.5.1/1.5.2. If your using a older MC version, I recommend updating because there are some big changes to the way items and blocks get there textures.
  22. Does it actually work now? Cause i've made a new furnace and mine can't smelt the items. Do you mind taking a look at my code? It's on this thread: http://www.minecraftforge.net/forum/index.php/topic,8381.0.html
  23. It seems like it can't find the class: chibill.AdditionalCrafting.Base. Does this class even exists?
  24. A) The @Mod annotation has to be above the @NetworkMod annotation. B) You need to have a client packet handler and a server packet handler. Replace you @NetworkMod annotation with this: and change the ClientPacketHandler.class with your client packet handler class and the ServerPacketHandler.class with your server packet handler class Also, put this in your client packet handler class: And put this in your server packet handler class: This code is from my mod and it works for me.
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