Everything posted by Bedrock_Miner
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Where is the ore generator?
Hi! I just wanted to ask where the World Generator/The OreGenerator is located in Minecraft Forge. I need to know, how the Diamond Ore is generated. On Minecraft Wiki you only can read how much Diamonds are in a Chunk, but not how they are created. I want to know all the parameters for the woeld generation: How often are how much blocks of ore generated in one chunk? (sorry for nooby question)
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Nitor Renderer in Thaumcraft
Ok, I think I would do this with two different entities: Base (TileEntity) and the Flame (Particle) But thanks for your replies!
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Nitor Renderer in Thaumcraft
Thanks for this fast reply Do I understand this correctly: You have particles which form the flame and another renderer for the base? Or are the particlea forming the base too?
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Nitor Renderer in Thaumcraft
Hi! Does anyone of you know how the Nitor in Thaumcraft is rendered? I'm asking this because I can't see any model behind the rendering result, but it really looks three-dimensional. It can't be a single Image because if you look from side you can see the flame going up, which is not visible if you look from above.. Here is a picture from Thaumcraft Wiki http://static2.wikia.nocookie.net/__cb20130106183121/thaumcraft-3/images/0/05/Nitorblock.png[/img]
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Missing Arguments Exception
Hello! I've got the same problem mentioned in this post: http://www.minecraftforge.net/forum/index.php/topic,15262.0.html But in my case it's not solved with adding --accessToken to the Arguments. What's wrong? Error log: My Arguments: --version 1.6 --tweakClass cpw.mods.fml.common.launcher.FMLTweaker --accessToken
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Armor calculator
Thanks a lot, I think i can work with this.
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Armor calculator
The problem is that I don't want to change base classes to stay compatible with other mods and these Enums are declared private.
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Armor calculator
Well, I would like to stay compatible with other mods. Which way is the best for this? Other question: In which class is the armor claculated and is there any way of changing this?
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Armor calculator
Is it possible to change the calculation of armor so that a Diamond armor for example only protects you from 40% of the damage instead of 80%? Can you change the protection Values of Vanilla Armor? I think there must be a way of doing this, because with the DivineRPG Mod it works. There a Diamond Armor only fills half of the Armor Bar.
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Problems with custom Crafting Table
Its just me who's posting.. I now solved the problem. Final Code: ContainerMagicCrafting: ModSlotCrafting:
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Problems with custom Crafting Table
OK, I solved it now, but I really don't understand y´why: I just put addPlayerInventory(inventoryPlayer); to the Top. Now it works.. Such a little problem But now, I got another Problem: If I do a shift klick, I craft as much Items as possible from the Item Count. But if I got maybe the Mana for 2 Items and the Items for 4, it will craft 4. How can I add a Control for the Mana when performing a Shiftklick?
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Problems with custom Crafting Table
Anybody?
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Get server Side EntityPlayer in client TickHandler
What a pity.. I thought, that there is another way.. But Thanks!
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Get server Side EntityPlayer in client TickHandler
My crafting table won't work (Click here!) so I started working at another part of My Mod. But now, I got another Problem: I want to give the Player some options to select with the Keys 1..9. If the player presses one, he'll get some potion effects, but the Items in the Inventory are damaged.. I used a client tick handler to control the Keys (look in the source). But from a client Tick Handler I have no access to the server Inventory. What should I do? Source: ClientTickHandler:
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Problems with custom Crafting Table
I did some experiments and found out, that the crafted Items are placed in the craftMatrix, not in the Player's inventory. There the stacksize is reduced and the Item vanishes. How can I get the Items into the correct Inventory? I really don't know, which classes to change.
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Problems with custom Crafting Table
Hi! I created a new crafting Table with new recipes which take Mana from the Player. Everything works fine except from one fact: If I perform a shift-klick to craft as much Items as possible, neither the Crafting result is placed in the Inventory of the player, nor the Mana is reduced by the specified amount. Only the Crafting-items are removed. Can anybody tell me, why? The Slot for the Crafting result: The Container: Write if you need more code!
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[solved]Sync client and server Extended Properties
Thank you, I didn't know that before. @coolAlias: Thanks, it works now.. I added this code: I tried this before, but with this code, so I got casting-errors:
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Forge 1.6.2 - Item/Block textures will not work
You need to put the complete assets folder from your mcp into your final mod .zip-file. The Mod .zip-file should include: The mod's packages, the assets folder, the file mcmod.info and the file pack.mcmeta. (pack.mcmeta is not necessary, but you should use it to prevent errors)
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[solved]Sync client and server Extended Properties
When I join a world (SP/MP) the Mana Bar shows a value of 0. When I perform an action to change the Mana it gets synchronized and shows the right value. This is the first time when "Mana received!" is printed out. I think, the PacketDispatcher is not started when I join or something else.
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[solved]Sync client and server Extended Properties
It also works with == in all my earlier mods. But even if I change it it won't work.
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[solved]Sync client and server Extended Properties
Hi! I made some Extended properties applied to EntityPlayer. Everything works, except from the problem, that on startup the client doesn't sync with the server. ExtendedProperties: ModPacket: ManaPacket: Initialization: The Value should Auto-sync on startup but it doesnt. How can this be fixed? (Write if i missed important classes)
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[SOLVED]Render the Item of Block with special Renderer
Thank you very much! The problem was that I created two different renderers...
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[SOLVED]Render the Item of Block with special Renderer
This doesn't work too with the same error.
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[SOLVED]Render the Item of Block with special Renderer
OK, I just added this to my Mod. I registered it with this code: MinecraftForgeClient.registerItemRenderer(ModBlock.magicCrafting.blockID, new RenderItemMagicCrafting(new RenderMagicCrafting(), new TileEntity())); And I get the following Error when the Item should be rendered in the Inventory: The Stacktrace points to this method in TileEntitySpecialRenderer: bindTexture is called in the Renderer like this: I really don't know, whats wrong. Write if you need more code.
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[SOLVED]Render the Item of Block with special Renderer
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