larsgerrits
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Everything posted by larsgerrits
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Override getDrops in your block class.
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1) Go to the file server, and download the latest or recommended Forge instakker for the Minecraft version you want. 2) Run the installer, it's pretty straightforward. 3) Drop one of the Lucky Mods in the folder called 'mods'. If it doesn't exist, either run the game once and close it, or make it.
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Ok, let's start from the beginning. You want to make an API for animating entities. Why? Because you think it would help others out with animating their entities, or you want to make it easier for yourself in the future. In either case, try making a system for animating entities on your own entity, and if that works as intended, start to apply it to other entities as well. Then you start the clean-up progress: - Duplicate code can be put in a static method or a method in a general super-class. - If you need data from an Entity, make an interface defining the methods for getting that data, and use that instead of harcoded values. - (Optional) Make registries for registering an entity using your animation API, so you have control of all the entities that use the API, and control them in any way. That's basicly what I do, and it works for me.
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Remove ModloaderMP Dependencies - Replace with Forge
larsgerrits replied to VLunarFangV's topic in Modder Support
There have been so much changes between 1.2 and 1.8, you'd be better of rewriting the whole mod. -
When I make an API for a mod, I don't start of with the intention of making it an API. Make a system to animate your mobs, generalize it with interfaces, abstract classes and registries. Test your API, export it and release it. As a side note, you, the creator of the API, should also use the API to make sure the API works as intended.
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[1.7.10][Forge]Generating Ores where sand is rather than stone?
larsgerrits replied to JamieEdwards's topic in Modder Support
Yes, if you only want to have your ore generated next to water, you have to check the four (maybe six, if you check bottom and top) sides, and if there's a water block, generate the ore. Else, don't generate the ore continue with the generation. -
[1.7.10][Forge]Generating Ores where sand is rather than stone?
larsgerrits replied to JamieEdwards's topic in Modder Support
Sea level in Minecraft is 63, so should probably go to something like 65 or 70. -
http://www.minecraftforge.net/forum/index.php/topic,21354.0.html
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As said in the other post you posted on a old topic, your code is for 1.5. Now you can do it with Forge hooks. Nobody wants your code which they can't even use. It is for a MC version almost nobody uses anymore. And you posted on a topic made in February! Don't revive old threads like these anymore.
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I think you can specify which B3D model you want to load in the Forge version with the new Forge JSON variant. You can do something like this: { "forge_marker": 1, "variants": { "inventory": { "model": "modid:path/to/model.b3d", "transform": "forge:default-tool", "textures": { "layer0": "your_item_texture.png" } } } }
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Minecraft, and CS:GO in that matter, get input on the client. If you send that to the server, move the player in there, and then notify the player, you get some stuttering on the client. To solve this, they let the client make predictions about the player movement, and then every once in a while the server notifys the client and changes his position the the correct one if the client is wrong. This way, player movement is so smooth, even when there is server lag. So, always do movement on both the client and server.
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If you can figure out what the 'gravity' (as said before, Minecraft has no concept of gravity, only downwards velocity) is in Minecraft, you can reverse it if the player changes the gravity around. Then on the client, you can rotate the player around so it looks like he's actually walking upside down.
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The x,y,z that you have to put in the methods are the block coords.
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[1.7.2] I want right click blockchest during the sneak.
larsgerrits replied to mrsunz's topic in Modder Support
Steps you need to take in this order: 1) learn proler english. That is, not using google translate ro literally translate it and copy it down on this forum. If you don't know english, you are gonna have a bad time. 2) learn Java. Minecraft is made in Java and without Java knowledge, you can't make mods. 3) start with a basic Block and Item, and get familiar with the Minecraft code. 4) get more familiar with the Forge and Minecraft code. Know what you should do when a certain problem arises, e.g. if you have to deal with events, know how you should handle events. 5) then, do not come to these forums saying you want something, and expect people to write it for you. Try yourself, Google around, and if you have a problem, or need a suggestion to start, make a topic on the right board, and wait for people to help. @Kloonder, you shouldn't have to write arabic or something just so he can understand, it sounds the same like his english sounds to us. Also, he's the one that should learn proper English. -
[1.7.2] I want right click blockchest during the sneak.
larsgerrits replied to mrsunz's topic in Modder Support
You are asking us for help, so we give it to you. Now you have to actually listen to us, and use what diesieben07 said you should use: -
[1.7.10] How do you make sword stats based on NBT?
larsgerrits replied to Ms_Raven's topic in Modder Support
You have to do it where you generate your sword. You for sure have an ItemStack in there. -
[1.7.10] Questions about multiblock structures
larsgerrits replied to IvanTune's topic in Modder Support
I had the same issue, and I solved it by overriding the shouldSideBeRendered method. In that method, you get the side as a parameter. Get the according ForgeDirection from it, and get the opposite from it, as we undo the offset they did, so we can get the right coordinates. Now get the TileEntity from the world, adding the opposite to the coordinates, so you should get something like this: TileEntity tile = world.getTileEntity(x+opposite.x, y+opposite.y, z+opposite.z); Now return false if the multiblock is formed, and true if the multiblock isn't formed. -
No, in your TileEntity, you write the inUse value to NBT in the writeToNBT method. Then whenever you change the onUse variable in the TileEntity, you call world.markBlockForUpdate(x,y,z) . That's it.
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Read further in the tutorial, it tells you how to sync your data. Specifically, the 'Now what?' section.