Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Darkprince97

Members
  • Joined

  • Last visited

Everything posted by Darkprince97

  1. It gives you an error because the "getServerGuiElement" method should return the container,while the "getClientGuiElement" should return the Gui
  2. It is: Minecraft.getMinecraft().thePlayer.swingItem(); This won't do any damage though.
  3. Oh right,because thePlayer is EntityPlayerSP... Thanks for pointing it out
  4. I'm pretty sure this would crash,since you are referencing to a non instanciated object... The proper way would be: EntityPlayer player = Minecraft.getMinecraft().thePlayer; NBTTagCompound nbt = player.getEntityData(); Also,@OP: I think you misunderstood the use of NBT Data.This simply returns a list of informations stored in nbt.You have to use nbt.setInteger/setByte/etc... to save them.
  5. Oh,I didn't even see that! Glad you solved anyway
  6. So... I finally solved it. Appearently in MC forge uses the case sensitive mod id,while in eclipse doesn't. Since my mod id in the resources folder was "mods/dmod" while in my src files was "DMod" the textures didn't want to load.
  7. Are you overriding the getIcon(side,metadata) method in your block class ?
  8. Here is your mistake: @Override protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3) { [b]this.mc.renderEngine.getTexture("/gui/oreMixer.png");[/b] GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); int x = (width - xSize) / 2; int y = (height - ySize) / 2; this.drawTexturedModalRect(x, y, 0, 0, xSize, ySize); } When you are getting the texture you need to use its full path,like so: this.mc.renderEngine.getTexture("mods/YourModID/textures/gui/oreMixer.png");
  9. Ok,I will try to use getUnlocalizedName2(); EDIT: Nope,getUnlocalizedName2(); doesn't work either,as I was expecting. Anyway,you are wrong about the substring part. Here is the getUnlocalizedName(); code from block.java. public String getUnlocalizedName() { return "tile." + this.unlocalizedName; } Since I don't want the "tile." I do substring(5) to get rid of it.
  10. My code is on github... http://github.com/Darkprince97/DCraft/ Look at any block or item...
  11. Actually I am taking out the first 5 characters (getUnlocalizedName.substring(5); ).It is just like doing getUnlocalizedName2(); But I prefer not using it because I heard it crashes the server...I will try though...
  12. Aaaand that's why I posted my mod zip.I think it is correctly packaged.Could you please take a look at it and tell me what I did wrong,because it is probably something stupid that I'm just not able to spot...
  13. I already know how to register an icon and how to get a block texture.It works fine in eclipse but the textures don't show up in minecraft when i compile it.
  14. It has to do with entityPlayer.cameraYaw and entityPlayer.cameraPitch.
  15. You can use the metadata in your Block.class like so: deathstoneBrickStairs = new StairBacon(BlockIDs.deathstoneBrickStairs, BaconBlocks.deathstone, Metadata of deathStoneBricks);
  16. Exactly,that's why I didn't understand what he was meaning. The textures of my blocks & items are still not working in minecraft but they do work in eclipse...
  17. Ok,I really give up,because I don't understand.Can you show me an example ?
  18. I'm confused.I am using the getBlockTexture and getIcon functions to get the textures for my blocks and items and the registerIcons function to register them. Is that what you mean by reference ? Registering them ?
  19. Pahimar code indeed I'm pretty new to minecraft modding so I took some code from his packetHandler to see how to properly write one myself (will do it soon ) and some of his utils from the Equivalent Exchange 3 source. Anyway,I don't know what you mean by class you're referencing your textures in. With the new 1.5 implementation of forge textures now load automatically without having to preload them...
  20. dir.development=../../ dir.release=Releases release.minecraft.version=1.5.2 release.mod.version=0.35 Here is my build.properties....
  21. This is pahimar's workspace: It is very easy to use. About the build.xml file: https://github.com/pahimar/Equivalent-Exchange-3 follow these instructions on how to compile EE3 and try to understand how to modify the build.xml and build.properties to suit your workspace needs.
  22. Are you using pahimar's workspace ? You need to use ant to compile it,so you need a proper build.xml file.
  23. Here you go: http://www.mediafire.com/download/9ktuprubfqf1j8b/dmod-universal-0.35-6.zip
  24. I have the same problem,still unsolved. I have the mods folder at the root of the zip.The mod ID is the same as in my reference class.Everything works fine in eclipse,but it doesn't when I compile it. Btw,I'm on a PC....
  25. How is this even related to what you are asking in the thread title ? Anyway,NBT data is a data format that Notch implemented to save and load informations of Entities,items(ItemStacks),chunks,players,etc so you can save them when the game is closed and load them when the game is opened .

Important Information

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

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.