larsgerrits
Members-
Posts
3462 -
Joined
-
Last visited
-
Days Won
17
Everything posted by larsgerrits
-
So your one of them? Be sure to wear your tinfoil hat! Seriously, if you ever developed any website ever, you'd know it is damn annoying to add support to IE because it doesn't follow the standards. Edge does it a lot better, Chrome and Firefox do follow them. It is unnecessary work to support IE.
-
Can you post the new error and your updated code?
-
ModelLoader.setCustomStateMapper(new BlockOil(), new StateMapperBase() { ... }); Don't make a new instance of BlockOil, use the one you already have (BlockRegister.OIL?).
-
Your Container: Create a custom Slot class or override Container#slotClick (be sure to call the super method). Another mods/vanillas Container: You can add an IContainerListener to any Container using the PlayerContainerEvent.Open event. IContainerListener#sendSlotContents will be called whenever the Container calls Container#detectAndSendChanges. You can use that to detect whenever the contents of a Slot changes. I don't think there's a way to detect whenever an empty Slot is clicked besides using a custom Slot class.
-
I'm pretty sure it's safe to override it to do nothing, as I can't see any other issues which may be caused by overriding it.
-
Inside Container#slotClick, if it's called with ClickType.QUICK_MOVE (shift-click), it calls Container#transferStackIntoSlot. This will try to move the ItemStack to other stacks in the inventory. If the stack after the move isn't empty, it retries to combine the ItemStack into other stacks by calling Container#retrySlotClick, which in turn calls Container#slotClick with the ClickType always being ClickType.QUICK_MOVE until the clicked Slot is empty. It is basically a "brute-force" way of shift-clicking an ItemStack to other stacks the inventory.
-
If it crashes, always post the crash. Always.
-
The ResourceLocation constructor you should use takes 2 arguments which are the domain and the path. These can roughly relate to modid and identifier. You have to create one specific for each of your mod's entities.
-
You make a new instance of ResourceLocation, what's so hard about that?
-
Show your codeTM.
-
EntityRegisrty does not contain findGlobalUniqueEntityId
larsgerrits replied to clowcadia's topic in Modder Support
You should use EntityRegistry.registerModEntity, which uses mod-specific IDs and not global ones, which are/were limited to 256 IDs. -
Try removing every Java you have, including the ones inside "Program Files (x86)", and try downloading the latest (8u121) JDK fresh from the site. It is weird that my JDK install has more folders than yours...
-
Are lib and bin the only folders in there, then you probably have the JRE. You should have the bin, lib, JRE and more folders inside of it. Cay you maybe post an image of the path to the JDK? I don't know, might be worth trying with/without it.
-
It can't find the location specified inside JAVA_HOME. Make sure JAVA_HOME is exactly the same as the path (maybe it's the jdk8101 part).
-
Post the logs.
-
There's a folder in your Minecraft directory called config, in there you should search for the config file related to that mod and set the value behind the create key to true/false.
-
You can call EntityLivingBase#hasCapability/EntityLivingBase#getCapability with the IItemHandler capability to get the hand and armor inventory. Look at EntityLivingBase#getCapability to look at the EnumFacing you have to pass in for each inventory. -Edit: Damn, I totally misread that...
-
-
It dependsTM. You only override them for the blocks which have a TileEntity associated. If you have 3 blocks for your block, and you use 1 block as "master" which handles the functionality, the other blocks don't need a TileEntity.
-
So you mean your glimmer is in the wrong place? else if (this.hovered) { j = 16777120; } To change the color, you have to change that value. It is now 16777120, which is hex value 0xFFFFBE, which is slightly yellow. Use 16777215, or 0xFFFFFF for white. A bit weird is that the only place that is used for is the rendering of text, which may also be why the position is wrong, as you always pass in an empty String as the button text. You either have to fiddle around with the positions or make your own method for rendering a colored overlay on top of your button.
-
[1.10] Remove xp drops from breaking a block
larsgerrits replied to Aarilight's topic in Modder Support
If this is related to your previous topic, and you're using the BreakEvent, you can set the XP to drop in there.- 1 reply
-
- 1
-
ChunkCoordinates = ChunkPos, EnumChatFormatting = TextFormatting and EntityClientPlayerMP I believe is EntityOtherPlayerMP now. You could've figure this out relatively easily by looking at the packages the classes are in, open them up and look which class mostly resembles it.
-
Right now you are changing the texture position on the image, not the position of the actual button. I don't know what you mean by "glimmer yellow", can you maybe describe your issues a bit better?
-
[1.10] Adding custom drops to a vanilla block (mob spawner)
larsgerrits replied to Aarilight's topic in Modder Support
The HarvestDropsEvent contains a List<ItemStack> called drops. You can modify this List<ItemStack> however you want. -
http://www.minecraftforge.net/forum/topic/44879-forums-migrationupgrade/?page=2#comment-247295 Mr.FlameGoat already knows about this, and yes we do notice. We have to wait for a mod/admin to come online to delete the posts.