Jump to content

larsgerrits

Members
  • Posts

    3462
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by larsgerrits

  1. Don't use MCreator. Learn Java yourself. Else, don't *try* to mod.
  2. Almost every method in the Block class has the world,x,y,z coordinates of the block, and use World#getTileEntity(x,y,z) to get the TileEntity on that location. You can cast that to your TileEntity.
  3. Locked. Don't make 2 threads for the same question.
  4. But this is a english forum, so lets keep it in english please
  5. In your main class, in the pre init method you make a new Item variable called blazeBow instead of initializing the static one outside of the pre init method.
  6. Then you would need a TileEntity. If you already have stuff stored using metadata, it's up to you if you want to convert it to the TileEntity.
  7. It depends on what you want to do. What do you want to store in the TileEntity?
  8. If you want to store data about blocks in Minecraft, you can a) use metadata b) use a TileEntity Now you say you want to use NBT to store data, so you have to use a TileEntity. If you only want to store data, you need to override canUpdate() to return false, so it doesn't tick constantly. In a TileEntity, there are methods called readFromNBT(NBTTagCompound) and writeToNBT(NBTTagCompound) . In those methods, you can save any data to the NBTTagCompound passed in.
  9. Then post your updated code.
  10. Gradle downloads stuff ones when downloading, and then the next you call setupDecompWorkspace / setupDevWorkspace it uses the same files again, so there are not 10 copies of the same file on your system.
  11. You never call your registerTESR() method...
  12. Show that line.
  13. What isn't working? How do you know that?
  14. There's a tutorial on the SimpleNetworkWrapper in the tutorials section.
  15. You are still making mods with Forge, but you can't modify the vanilla minecraft source code.
  16. 1) make a class containing a method with RenderGameOverlayEvent.Post as parameter and put @SubscribeEvent above the method 2) register that class using MinecraftForge.EVENT_BUS.register(new YourClassContainingTheMethod()) . 3) in that method, check if event.type is ElementType.HEALTH . 4) in that if-statement, do your rendering.
  17. Don't use 1.5.2. Use 1.7.10 with Gradle, it's much easier to use.
  18. In the TileMultipart, there's a List/Seq ( partList for Scala, jPartList() for Java). You can iterate through it and check if the TMultipart is an instance of your pipe.
  19. You are using the deobfuscated name, so it will work in the dev environment, but in the non-dev environment, the name is deobfuscated and is changed, so that's why it doesn't work. You need to check if you in a dev environment or not, and use the appropriate name for that.
  20. Remove the this.stone=0; line in your updateEntity() method, because else you will set the stone to 0 if the slot is emptied.
  21. Use the RenderGameOverLayEvent.Post event, check if the type is the type you want and then render it.
  22. You could just use a for(ForgeDirection dir : ForgeDirection.VALID_DIRECTIONS) loop instead of the for(int i = 0; i < 6; i++) , and use dir.* instead of ForgeDirection.getOrientation(i).* .
  23. We don't support any Minecraft versions below the current Forge is for, so update, or you will be on your own.
  24. Override public Iterable<Cuboid6> getCollisionBoxes() to return a ArrayList of the Cuboid6 given at getBounds() .
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.