larsgerrits
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Everything posted by larsgerrits
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[solved][1.8] Change size of player inventory
larsgerrits replied to Failender's topic in Modder Support
You need to override the vanilla inventory. Subsribe to the GuiOpenEvent, and change event.gui[code] to your custom inventory gui. -
Unexplained crash when connected to server with my mod
larsgerrits replied to MaddGames's topic in Modder Support
I think you have to call registerMessage method on both sides, always. That may be wrong, but I think I have read that somewhere on this forum. -
Tinkers' Construct don't use the vanilla stack size system. They store their own stack size in the NBT of the ItemStack , and draw the stack size in the IItemRenderer they use, so you can do that if you want.
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How to get the Block the player is looking at in 1.8?
larsgerrits replied to Kloonder's topic in Modder Support
Three times? He's doing it five times! @OP, as Failender said, raytrace once, save the result, then do stuff with that result instead of raytracin 5 times... -
This will look for assets\cc\textures\gui\texture.png , which he doesn't want. @OP, your problem is that you are calling String#substring(1) to "gui/textures.png ", which results in "ui/textures.png" . Remove the String#substring(1) to fix it.
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The Tinkers' Construct cleaver does the same thing, and they do it like this: https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/tconstruct/items/tools/Cleaver.java#L131-L144
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Gimme code!!! Gimme code!!! No, we are not gonna give you copy-paste ready code. diesieben07 already told you how to do it, and if you want to get further help, show what you have tried.
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How to go about creating an energy system.
larsgerrits replied to NathanLeadill's topic in Modder Support
There is a lot wrong with your code. And not only Minecraft related stuff, overall programming stuff, e.g.: isPowered = true; if(isPowered = true) {...} There are already 2 things wrong in these lines of code: You set isPowered to true , then you (try) to check if it is true again (of course it's true, you just set it) I said you tried to check if it's true, but you actually set it to true, again... Learn the difference between = and == And this is just the beginning... Also, if this is a mod to 'learn' Minecraft modding, don't start with something big, like an energy system. Start with the basics (basic Block and Item ), and then continue. And I doubt you have enough Java knowledge to mod Minecraft, so unless you can proof you know atleast the basics, go learn Java, and then come back to modding Minecraft. -
No, this isn't on topic, so why post it here? Make a new topic for a new issue...
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[Solved] [1.8] How to update Forge version
larsgerrits replied to LordMastodon's topic in Modder Support
If you have Gradle installed on your computer, you can use that instead of the wrapper, by using gradle instead of gradlew in the commands. -
In Jabelar's example, he uses Entity#getScaleFactor() . In his own code, where he uses that, he probably casts the Entity parameter to his own Entity , which has the getScaleFactor() method. Now, you need to substitute the getScaleFactor() for your own way of getting the scale. You can either harcode it, or use a method in your own Entity .
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I don't know of such reference page. But most of the names are in camelCase, so you can make a pretty good guess to know what the name is. Else, you can get the list from the FluidRegistry, and print all the names to see what name you want.
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IgnoreFrustumCheck for TileEntities ?[1.8]
larsgerrits replied to ItsAMysteriousYT's topic in Modder Support
Show what you have tried. -
You override the method...
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What are you using to charge the blocks?
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[Solved] [1.8] variants: #normal set to null
larsgerrits replied to LordMastodon's topic in Modder Support
There's a reason there's a Lite version... And I agree with Jabelar, if your model is very simple, you can ultimately code it yourself. Atleast, that's what I do... -
You make a lot of mistakes in your syntax. If you don't learn proper Java, you can't solve those problems. That's just how it is. I learned Java the hard way (through MC Modding), and I highly recommend you to not do it the hard way.
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[Solved] [1.8] variants: #normal set to null
larsgerrits replied to LordMastodon's topic in Modder Support
There are multiple in my opinion. I haven't used any of them, but Cubik is a very good one. It also lets you export in multiple formats, and let's you import Wavefront models. -
[Solved] [1.8] variants: #normal set to null
larsgerrits replied to LordMastodon's topic in Modder Support
You should only use TileEntitySpecialRenderer for models with animations. For non-animated blocks, I highly suggest you move on to the JSON system to be consistant. It may seem difficult at first, but you'll get used to it after a while. -
getItemStackDisplayName equivalent for blocks?
larsgerrits replied to nano1000's topic in Modder Support
Block's don't exist in your inventory. In your inventory, they are represented as an ItemBlock. ItemBlock extends Item, so if you make a new class extending ItemBlock, you can override that method to change the name in your inventory. To register it, pass it as an argument in your GameRegistry.registerBlock call. -
[1.7.10] Trouble with sending packet to client
larsgerrits replied to NeoSup2130's topic in Modder Support
You have no idea what you are doing, right? You are just copy-pasting code from a tutorial, and you don't even care to remove the old comments which have nothing to do with your code. Then, I suggest using the SimpleNetworkWrapper for packet handling, diesieben07 has a tutorial here.