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Posts
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Everything posted by jordsta95
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Hey there, so I have a block which is purely transparent... which makes it a bit annoying in inventories. Is there a way to make it so that it has a separate texture when you have it in your inventory?
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@knokko my own blocks (just using the "vanilla" textures - so the block blends in on texture packs) @draco18s So I put that in the block's class? Thank you
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Hey there, just wondering what I'd need to do to make it so I can walk through blocks. Only example I can think of is etheral glass from extra utilities. I don't want there to be any special properties like mobs cannot walk through, as I have other blocks to keep them away. I just need something for secret bases sort of things Thanks for your help
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Alright, but how would I get it to drop the item and not the ore. Because the .itemID thing throws an error
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So it'd be WorldGenMineable(Main.endOre, 40, Blocks.EndStone)... or whatever end stone is registered as? Or am I not understanding properly?
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Hey there, so I haven't messed with ore gen since MC 1.5-1.6, and I never really spawned ore anywhere other than the overworld. So I am wondering how I would get the ore to spawn in the end, this is the code I have so far: Main class Ore Gen class The spawn rate of 40 is just so I know I will see it, but I tried generating it in the overworld, and it was there. But it didn't show in the end Am I missing something, or did ore gen code change? Also, what is the new way to make an ore drop a different item as I used to use something like: (for an old ore called Lovite Ore) Also, would it be possible to make it so the ore would drop a "random" amount, so for example 1-4 of the item? Thanks for your help
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Hey there, I have an idea for a mod I want to do, it's nothing "fancy" but at the same time, to someone who hasn't gone past making a block and item, it is pretty much a holy grail for me. If you just want to point me in the direction of some source code, that's cool and all, but I wouldn't know where to look unless it is a mod I am familiar with... But anyway what I want to do is have a 3x3x3 structure with a custom block making the outer frame, redstone blocks through the middle 3 blocks, and the custom tile entity in the 4 remaining slots around the edge... well, this is one of 4 possibilities (minimum 1 tile entity, and 3 machine parts, up to 4 tile entities and no machine parts... if that makes sense). But anyway, what do I want these to do? Well the tile entity on its own will work just as a furnace, but a twice as efficient (1 coal lasts 16 uses, for example). *this isn't needed However the multiblock will increase efficiency and output for ores, depending on how many "furnaces" are added. For example: 1 "furnace" will result in one iron ingot when you put in 1 iron ore. But if you have 2 "furnaces" in the multiblock, then you get 2 iron ore, etc. So if anyone knows of any good source code to look at for this, or would be able to help me with this, then please do tell Thanks a lot
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Hey there, I was wondering if there was an add-on out there that anyone knows of that add "unreliability" to Thermal Expansion machines. I am creating a mod pack, and although I want to gate TE a little bit, I don't want to make it so late game that it isn't worth making it. So the only way (in my mind) to make it viable for earlier is to have it so machines break down every now and again, so that the player can't just leave pulverizers/furnaces/etc. running while they go out and do whatever, because the machine will just stop processing after a while and would have to be fixed either by break/replace or hitting it with a hammer or something. And the only way to prevent breakages would be I dunno, an augment, or you have to use at least hardened machine frame or better... or something. Anyone know of anything like this?
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Network system? And by item IDs I mean when I set an item as (let's say) ID 2336, what do I do with that?
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Hey guys, so I have finally decided it is time to try and update my mod to mc 1.7.10 2 questions: 1) How do I go about the changes to Ids? 2) Is it hard to update? (with my limited java knowledge)
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I've tried removing all the client side mods, and tinkered around with a few I thought may be client side only (Tinkers Tooltips) but no matter what I try, this always happens
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Texture issue causing my modpack to crash
jordsta95 replied to mattp_12's topic in Support & Bug Reports
I know modpacks aren't something that are usually discussed here guys, and I'm sorry. But I sent the OP over here, as he has had this issue unresolved for a few days now over on the FTB forums. Things we have gone through: reinstalling minecraft updating forge making sure all (core)mods are there -
1.6 isn't outdated though... I thought 1.7 was still 'unstable' in terms of forge/modding etc. Also, would I not need to update a mod from 1.5 to 1.6 before 1.7?
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Hey guys, I wanted to get back into modding and I am repeatedly being stopped before I even get to the coding side. I run the install file and after installing most things I get this message: I don't understand what I am doing wrong, sorry if this has a simple solution. But I have tried this on multiple occasions and always getting the same result
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Hey guys, so in a discontinued mod of mine I made stairs using this code: And this seemed to work in 1.4, 1.5 and 1.6 However when I added it to my new 1.7 mod using this code:
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Huh? do that where now?
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Hey guys, so I got someone asking me to update a mod that I made in 1.5.2 when textures were so much easier to sort out, and never updated because I could never work out how to do textures... My MOD_ID is: Everything_and_More_Mod The folder structure for the textures is: assets\Everything_and_More_Mod\textures\blocks\Basalt.png (this is for the block I am starting with) Then this is the code I have in Basalt's class: And this is the stuff about it in the main file: I really don't know what to do. Sorry to be a bother, but all the tutorials/fixes I have seen have either been too complex for me to understand or simply didn't work.
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I think my only issue is the folders... Because that looks the same (almost, just a few things missing) as my block files
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say whuh? As I said, I don't understand this whole new set up for modding. So I do the what on the what now?
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Thanks, it works now, but the textures don't.... So how do I get them to work, I don't understand the new way of modding AT ALL Here is the texture code I have: @Override public void registerIcons(IconRegister iconRegister){ this.blockIcon = iconRegister.registerIcon(Everything_and_More_Mod.modid + ":" + (this.getUnlocalizedName().substring(5))); } But obviously, it doesn't work
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Hey there, I decided (finally) to update my mod to 1.6, and to start with (after installing the new forge, MCP, etc) I simply changed the code to the 1.6 code and it all worked fine, apart from the textures not working. So then I refactored and renamed my mod (in eclipse) from mods.EverythingAndMore to assets.jordsta95, because, well everyone on YouTube uses assests.NAME and I think I heard one youtuber say that the NAME cannot have capitals in it.... Well anyway, I don't have any errors in the code.. well Eclipse isn't showing any at least. And I am getting this crashlog: Here is my main class: Client proxy: And common... just if you need it: saves asking for it, if it is needed Anyway, I seriously cannot see why I am getting that crash Any help would be greatly appreciated. Thanks a lot -Jordan
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Woah woah waoh... slow down I do what and what now So I do @Subscribe EntityJoinWorld in my @Init statement in the main class file? then: if entity = pigzombie setCurrentItemOnArmor Item.sign ?
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Hey there, I am not sure if I am looking for the right sort of tutorials to do this, so I thought best to ask the experts I have been looking for a hook tutorial to edit what Zombie Pigmen wield. Instead of holding Golden Swords I want to have them hold signs... but I can't seem to figure out how to do that Thanks for your help -Jordan
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Oh right, so if it were (for example) something like a timer from RedPower, or some sort of redstone thing that can essentially update every tick, it may be better to do a strong reference? But if it were just to check for a file, and if it was there then do XYZ it may just be better to do a weak one? Or do I have that wrong?