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Everything posted by EnergyPulse

  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.
  2. 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.
  3. 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
  4. The correct directory is: .../assets/{modid}/textures/{block|item}/{name}.png
  5. 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?
  6. 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
  7. EntityPlayer player player.posX; player.posY; player.posZ
  8. String someString = somethingProperty.getString();
  9. 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
  10. 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...
  11. Ye, but you wont get the build number in the file name because you have not got it defined in the appropriate file.
  12. What version of Forge and MCP are you using? Seems to be a mismatch between the two
  13. Would me easier just to run the code on the server rather then the player @SideOnly(Side.SERVER) // Your code here
  14. Go take a look at the MPS source code, probably the best place to learn stuff like this: https://github.com/MachineMuse/MachineMusePowersuits
  15. 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.
  16. 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
  17. You don't need to declare @SideOnly for every variable, the annotation carries on until the next method is called.
  18. 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
  19. Take a look at the EE3 one: https://github.com/pahimar/Equivalent-Exchange-3/blob/master/build.xml
  20. Appears your good look wish worked, just added it as another project and added it to the build path and worked great Cheers, EP
  21. 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
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