Everything posted by larsgerrits
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Block mapping texture
What do you exactly want to do with that texture? Which block in IC2 does that, so we know what you want?
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[1.9.4] Fruit tree
Look at the WorldGenTrees class. You can use random ticks or scheduled ticks to place a fruit block underneath the leaves.
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[1.9] TileEntity causes null pointer exception.
Uhmm, for me it does... maybe not in 1.9.4, but 1.9 it does.
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[1.9.4] Torches drops when rain
Maybe you can cancel the BlockEvent.PlaceEvent if the placed block is a BlockTorch . Then place a custom torch in which you can do stuff i.e. schedule a update tick every # of ticks, and check if it's raining and then break the block.
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pre block model render call?
What are you trying to do? Most of the time ASM can be avoided, and direct OpenGL calls should be avoided as much as possible.
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Introduction and New Server for Forums!
I think it is. I just read a few threads in Modder Support, and when one of them got a new reply, every thread showed the "new" label. When I read the new reply, went back to Modder Support and refreshed the page, the "new" markers dissappeared. EDIT: If you click the "new" button on a post without a new reply, it goes to another thread which does have a new reply.
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[1.7.10] attackEntityFrom not working
How do you know?
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[1.7.10] attackEntityFrom not working
Every field in an Item class will be shared across all instanced of that Item . You have to store those values in the ItemStack 's NBT.
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[1.8.9] Show message and consume item on item right-click
You have an Item with a max stack size of 1. Whenever you right click the Item , you remove one from the stack size, resulting an ItemStack with a size of 0. Minecraft won't automatically remove stacks with a size of 0 IIRC, so have to return null if the item is consumed.
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[1.8.9] Show message and consume item on item right-click
Only do things on the server side ( world.isRemote is false ).
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[1.8.9] Item Sizes
If you are using a 16x texture and make the quad 16x32, of course the texture is going to get stretched and distorted. What do you mean with "straight"? For more help, please provide us with the JSON files related.
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Is it possible to write a C++ implementation of Minecraft?
Probably never The Java version has some very things that the C++ version does not have: a large modding community. This alone will prevent the C++ version from becoming the 'main' Minecraft version. Until it has a good, functioning modding API with a lot of mods ported, people MIGHT go over the the Windows 10 edition. But all the Linux and Mac players can't, so even then the Java version will be used a lot.
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[1.9] Getting metadata from block coordinates
Metadata is not directly referenced outside the getStateFromMeta and getMetaFromState . Instead, you use blockstates. Here is documentation on blockstates.
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[1.6.4] Issues with fuels added using Fuel Handler not working
You are missing @EventHandler above your init method.
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[SOLVED] Load, Reload and Refresh texture from file outside mod jar
Minecraft already has a feature to reload the game assets. Hit F3+T in a world and it will reload all the game assets, including resource packs.
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[1.8.9] Changing Player Motion
Maybe you can use the AttackEntityEvent . From a quick look at the code, it doesn't seem server only.
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[1.9] opening .json
For using Eclipse text editor for JSON files: Right click JSON file -> Open With -> Text Editor You can indeed not open Minecraft's assets in the workspace, you'd have to open the actual Minecraft JAR outside of Eclipse.
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[1.8] Having trouble registering items and blocks; may have more issues
First of all, why bother with downgrading to 1.8? Second: Show the logs...
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[Solved] [1.7.10] Charging IC2 Items with IC2 Api
I don't know the IC2 API, but there is most likely an interface that has been implemented by the rechargable items. To charge them, check if the Item is an instance of that interface. If so, cast and call the method that charges the Item .
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[1.7.10] Custom enchanttable [SOLVED]
You'd have to do that in the GUI, and search for where it renders those strings. I don't have a 1.7.10 workspace, and enchantment tables have changed in 1.8/1.9, sou I wouldn't be of much help here.
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[1.7.10] Custom enchanttable [SOLVED]
I wonder if you even read what i said? That wasn't helpfull at all! The problem is when clicking on the table i get no GUI like you normally should get! As for the update to 1.9, well again i use 1.7.10 because i have no use for 1.9 There is a reason someone uses 1.7.10. I do not use 1.7.10 just for fun you know. Whoa, calm down. I was implying that you don't have to make a custom enchantment table for custom bookshelfs, the vanilla enchantment table works with them (in 1.9...). Then why do you use it? Are you being forced to? By what? You have to use an IGuiHandler for custom GUIs. There are tutorials online.
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[1.9] Syncing TileEntities
You're right, totally missed that. Would that be the only place flag 8 is ever checked? I haven't seen it been used anywhere else. As for the flags I posted, World#getBlockState it's the only place in World with flag descriptions.
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[1.7.10] Custom enchanttable [SOLVED]
I don't know about 1.7.10, as I'm using the newer and better 1.9, but the enchantment table only checks the bookshelf block for it's particles. For the power a block provides to a enchantment table, it checks Block#getEnchantPowerBonus . BTW, if you didn't get it before, update. 1.7.10 is old and 1.9 has a recommended release.
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[1.9] Syncing TileEntities
From World#getBlockState : /** * Sets the block state at a given location. Flag 1 will cause a block update. Flag 2 will send the change to * clients (you almost always want this). Flag 4 prevents the block from being re-rendered, if this is a client * world. Flags can be added together. */ 3 means it uses flags 1 and 2, so using flag 3 will cause a block update and send the changes to the client.
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[1.9] Fluid has no texture
new ResourceLocation(Reference.MOD_ID, "blocks/ActiveLava_still") This refers to assets/upgcraft/blocks/ActiveLava_still.png . You have your textures as assets/upgcraft/textures/blocks/ActiveLava_still.png . See the textures subfolder? Add that to your ResourceLocations .
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