Everything posted by EnergyPulse
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New Texture Directory For Minecraft Forge 1.6.1
I'll go speak to my friend Mumfrey about this, I know he's been playing around with it for the last couple of days. I'll let you know what I find, if anything.
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New Texture Directory For Minecraft Forge 1.6.1
Why do people call it a pahimar setup? I've been using it since long before he showed it to everyone >< Then i don't know, if you read the readme that dinnerbone put in the assets folder inside of MCP it says that anything placed there will be deleted on start-up.
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New Texture Directory For Minecraft Forge 1.6.1
https://github.com/SuitedSlime/1.6-Forge-Mod It works fine. Go ahead, download and compile it. EDIt: Actually don't, I forgot to register the block. hehe
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New Texture Directory For Minecraft Forge 1.6.1
Sorry, but it does. I'm using it right now.
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New Texture Directory For Minecraft Forge 1.6.1
The correct directory is: .../assets/{modid}/textures/{block|item}/{name}.png
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[SOLVED/Workaround]How to use the Applied Energistics Materials API?
http://www.minecraftforge.net/wiki/Developing_Addons_for_Existing_Mods http://www.minecraftforge.net/wiki/How_to_install_Forge_%26_an_external_API Maybe look a little harder next time?
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[SOLVED]Language packages for mod
https://github.com/pahimar/Equivalent-Exchange-3/blob/master/ee3_common/com/pahimar/ee3/lib/Localizations.java https://github.com/pahimar/Equivalent-Exchange-3/blob/master/ee3_common/com/pahimar/ee3/core/handlers/LocalizationHandler.java https://github.com/pahimar/Equivalent-Exchange-3/blob/master/ee3_common/com/pahimar/ee3/core/util/LocalizationUtil.java https://github.com/pahimar/Equivalent-Exchange-3/blob/master/ee3_common/com/pahimar/ee3/EquivalentExchange3.java (line 97) Little bit of intuition isn't a bad thing
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Function that Returns the Coords of The Player
EntityPlayer player player.posX; player.posY; player.posZ
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Relatively simple config question
String someString = somethingProperty.getString();
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[Solved]Block with different textures on top & bottom
public Icon getIcon(int side, int meta) { if (meta == 0 && side == 0) return iconTop; else if(meta == 0 && side == 1) return iconBottom; else return iconDefault; } Also, make sure you're registering your icons
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[SOLVED]Checking item in hand and onRightClick
https://github.com/SuitedSlime/SlimeCore/blob/master/src/slimecore/prefab/block/BlockAdvanced.java Lines 38 to 93 , it's a little complex for what you're wanting to do though I think...
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How to recompile and reobfuscate your mod in pahimars Dev Enviroment!
Ye, but you wont get the build number in the file name because you have not got it defined in the appropriate file.
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Minecraft won't start in eclipse
What version of Forge and MCP are you using? Seems to be a mismatch between the two
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How to tell if a player is on multiplayer?
I've had no issues with it
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How to tell if a player is on multiplayer?
Would me easier just to run the code on the server rather then the player @SideOnly(Side.SERVER) // Your code here
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Extra Aesthetics for a mod
Go take a look at the MPS source code, probably the best place to learn stuff like this: https://github.com/MachineMuse/MachineMusePowersuits
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Different textures on the side?
public Icon getIcon(int side, int meta) { if (meta == 0 && side == 3) return iconFront; else return iconSide; } should do the trick, obviously you have to edit it to match your own block.
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How to recompile and reobfuscate your mod in pahimars Dev Enviroment!
You've got dir.development twice: https://github.com/Thecheatgamer1/Annom/blob/master/build.properties You have: <property file="build_number.properties" prefix="build_number"/> in your build script with no supporting file
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Multiple textures for blocks (top, side, bottom etc.)
You don't need to declare @SideOnly for every variable, the annotation carries on until the next method is called.
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[UNSOLVED] Adding a new method to a base class, without changing it?
Just add the method to the block(s) you need it on
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How to recompile and reobfuscate your mod in pahimars Dev Enviroment!
The you must be doing something wrong, because it works fine for me and everyone else who uses that. You've followed the instructions, right? Create a file named build.properties and enter: dir.development=../../ dir.release=Releases release.minecraft.version=1.5.2 release.mod.version=//your version here
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How to recompile and reobfuscate your mod in pahimars Dev Enviroment!
Take a look at the EE3 one: https://github.com/pahimar/Equivalent-Exchange-3/blob/master/build.xml
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[SOLVED] Developing with the Buildcraft API
Appears your good look wish worked, just added it as another project and added it to the build path and worked great Cheers, EP
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[SOLVED] Developing with the Buildcraft API
- [SOLVED] Developing with the Buildcraft API
Hello, I was wondering what the best method of adding the Buildcraft API to my development environment. I'm using the development environment Pahimar taught in episode 4. I know you can just add it to the MCP folder, but I would like to avoid that an would also like to be able to "play" the mod when I run Minecraft inside of Eclipse. Cheers, EP - [SOLVED] Developing with the Buildcraft API
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