Everything posted by Bedrock_Miner
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[SOLVED]Render the Item of Block with special Renderer
I want to render the Item of a Block with a special renderer like the Block itself. What should I do? (I used TileEntitySpecialRenderer and a Techne model)
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Custom Crafting Table
Hi Guys! I want to create a new Crafting Table with new recipes. The old recipes from the normal crafting table should also be included in the receipe list. How can this be done? I haven't found any Tutorials yet.
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[SOLVED] Entity variables on client side
Thanks! Tha was exactly that what I was looking for!
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[SOLVED] Entity variables on client side
Hi guys! I have a very special problem, hope that someone can help me.. I created some shurikens in different Materials (iron, gold, glass, ...) which should be rendered different of course. The Problem is: I changed the constructor EntityShuriken(World, EntityLivingBase) to public EntityShuriken(World par1World, EntityLivingBase par2EntityLivingBase, String Texture, int ID) { super(par1World, par2EntityLivingBase); this.TexturePath = Texture; this.ItemID = ID; } But on client side the constructor EntityShuriken(World) is used and I can't change it because it's called from forge. How can I create the Entity in a way that the String for the Texture and the Integer for the ID are also stored in the Entity on client side?
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Problems with Tile Entity Rendering and Bounding Boxes
OK, I've now found my mistake: I have forgotten this lines of code: @Override public boolean hasTileEntity(int meta) { return true; } Now it renders correctly, but I cant destroy the Block anymore. It shows no Bounding Box. What is now wrong? EDIT Sorry, my mistake! The Block is rendered one Block too high and I didn't see the box. All's OK now. Thank you!
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Problems with Tile Entity Rendering and Bounding Boxes
Actually the renderTileEntityAt isn't called for my TileEntity. EDIT:The Renderer is registered and added to the specialRendererMap of the TileEntityRenderer, but the rendering Methods are never called.
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Problems with Tile Entity Rendering and Bounding Boxes
I've added "System.out.println("CALLED");" at dome locations. (See code in the first post) The Renderer isn't called at all... Bit I think, I have initialized everything correctly!
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Problems with Tile Entity Rendering and Bounding Boxes
Oh, that is something I didn't removed after some experiments... just ignore it.
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Problems with Tile Entity Rendering and Bounding Boxes
Hi! I created some spikes with a Tile Entity to render them with a special Model, but the Block is just rendered as a transparent cube. What have I done wrong? source: I hope anybody can help me with this problem! (If I missed some code you need to understand, please write!)
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[1.6.4] Furnace Minecart Inventory Mod
Hm... Maybe Rollin' Ov'n wit' much space in it?
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[1.6.4] Furnace Minecart Inventory Mod
Oh, sorry. My Fault.. I didn't really know how to use the Hyperlinks.. On Minecraft Forum it worked this way.. Now, everything is OK.
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[1.6.4] Furnace Minecart Inventory Mod
Who has never been annoyed by the enormous consumption of resources of Power Rails or by the impractical usage of Minecarts with furnace when you want to build automatical Minecart Systems? That is over now! With the Furnace Minecart Inventory Mod you can create the most simple automatical Minecart Systems in Minecraft! The Furnace Minecart with Inventory can be crafted from a normal Minecart with Furnace and Blaze Powder. The minecart can be powered with Coal, Coal Blocks, Blaze Powder and Lava Bukkets. As the Fuel is filled in, the minecart starts to smoke. If it now is accelerated in one direction, it starts driving in this direction. The Minecart gets accelerated or slowed down by Powered Rails and can be stopped with Activator Rails. If a Minecart with Furnace stands on an activated Activator Rail, it stops, can't be pushed anymore and doesn't take any fuel, until the Rail is deactivated. Then the Minecarts starts driving in the initial Direction again. If the fuel is empty, the Minecart stops and has to be filled again. Screenshots: Technical Data: The Mod supports German and English Language. The ID of the Items is changable in a Configuration File Working Time: about 6 h Download and Installation: You must have Minecraft Forge installed! Mod Download: Version 1.0.2 for Minecraft 1.6.4 Click here for 1.7.2 and later versions!!! Warning! Because of the new MC-Version they will work quite different! Please tell me all the Bugs you encounter! Credits: This Mod was created by _Bedrock_Miner_. Special thanks to Erdenwurm and mosado.
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[solved... nearly] No Particles Spawn!
It would be great if anybody can show me a Data-Watcher tutorial.
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[solved... nearly] No Particles Spawn!
I now used DataWatcher... It works now, I just tried it although I didn't really know, how to use it. But now everything works fine
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[solved... nearly] No Particles Spawn!
I think I got the problem! After MANY experiments and reprograming the Mod I found out, that the fuel variable and the isMinecartPowered() method are always 0 / false at client Side. How can I synchronize Client and server?
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[solved... nearly] No Particles Spawn!
Anyone?
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Creating GUI won't work
I changed it, but this doesn't solve the problem, that it's only called on Server-side.
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[solved... nearly] No Particles Spawn!
I registered it like this: EntityRegistry.registerModEntity(EntityMinecartFurnaceMod.class, "minecartfurnaceinventory.entity.name", EntityMinecartFurnaceMod.getEntityID(), Main.instance, 64, 1, true); The Method is still only called on Server side. I think I registered something wrong in my base classes. Anything MUST be wrong, otherwise it should work... If you need to see some other classes, please write!
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[solved... nearly] No Particles Spawn!
NOTE: I got nearly the same problem, that a method isn't called at client side, in this Thread:http://www.minecraftforge.net/forum/index.php/topic,12485.0.html
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Creating GUI won't work
I added System.out.println(par3World.isRemote); And it only prints out false on server side and nothing on client side. I got the same problem in another project: http://www.minecraftforge.net/forum/index.php/topic,12543.0.html Have I done something wrong in the Initialisation of the Mod?
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Creating GUI won't work
The problem is, that the client side is never called. Only Server side gets a call. How can I solve this problem?
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[solved... nearly] No Particles Spawn!
The problem is, that exactly this wont work I tried the following: I added this line of Code to onUpdate(): System.out.println("this.worldObj.isRemote: " + this.worldObj.isRemote); This printed out "this.worldObj.isRemote: false" on Server side all the time, but nothing on client side. Why is this method not called on client side? EDIT: Even other methods like getDefaultDisplayTileData() wont work.. All methods of the Entity are only called at ServerSide. WHY?
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[solved... nearly] No Particles Spawn!
This doesn't work either... Don't know how. Maybe it's caused, because I call it in onUpdate(...). Should I call it in another Mathod?
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[solved... nearly] No Particles Spawn!
As I said, I also tried it without the if-block and it also didn't work. Neither in Single- nor in Mulitplayer.
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[solved... nearly] No Particles Spawn!
Anyone?
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