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Abastro

Forge Modder
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Everything posted by Abastro

  1. You can make your custom implementation for fluid block/
  2. So what is your problem with the code?
  3. Don't dynamically register models.. Just use metadata for that.
  4. First, don't use static fields. Just pass the variables to the Thread.
  5. It is impossible without some hacky way,since rendering potion is hardcoded in the InventoryEffectRenderer. EDIT: Also the effect of jumping potion is hardcoded too, so you should implement it yourself if you want it. But you can disable all the rendering of potion effects.
  6. Please provide the exact crash report.
  7. No, it just checks with the raw number for SHIFT.
  8. public class ServerProxy { public void registerRenderInfo() { RenderingRegistry.registerEntityRenderingHandler(EntityGreekFire.class, new RenderSnowball(ModItems.GreekFire)); } } What? you should not register an rendering class on Server! Move that line to the Client proxy.
  9. You can override EntityLivingBase#onDeath(DamageSource). What is your problem with that?
  10. Then it is not the issue. So how did you give an entity the potion effect?
  11. @see TickEvent#WorldTickEvent.
  12. Where do you calls the expandPotionArray(...)?
  13. You should post full crash report, not only stacktrace. Crash report should include the type of exception, since it is needed to identify the problem.
  14. No, I mean that the spoiler ate some brackets []. Use [nobbc] [/nobbc] instead.
  15. Your code would not even compile, it seems that some brackets [] are lost. (which would be for array) Fix that, you should use
  16. When it does not work, you should provide some detailed description on that, like crash report, or the symptom.
  17. Ah that was the problem! As minecraft does not automatically sync your field, you should sync it yourself. @see TileEntity#onDataPacket(Receive) and TileEntity#getDescriptionPacket(Send)
  18. Try printing the datum field every time you changes the field. Then please post the console log with the value of datum field printed.
  19. So the position you are using is this: position = (top + 1 + (size * i) - (this.scrollButtonY)); But it seems that the scrollButtonY field is the relative Y position of the scroll button. I think you should scale the field, because scrolling length is proportional to the number of the elements. + I remember that GuiScrollingList supports custom scrolling button, maybe you can adopt that.
  20. What do you mean? Are you using same datawatcher with the vanilla? Or vanilla uses same datawatcher in 2 different ways? For latter case, it is possible if the coder is well aware of the effect. There was Union concept, which is similar with this case.
  21. Yes, it is really hard.. So post the full code including the scrolling code.
  22. That is not possible, there should be many model. But you can do it with only one Renderer class. Wait, I can use the same renderer for multiple models? Yes, and you can't have one model render multiple shapes, as far as I know.
  23. Then that is not a problem I think. (Also I dont know how to make the message disappear) Anyway, Do this:
  24. That is not possible, there should be many model. But you can do it with only one Renderer class.
  25. You dont need to make different renderers for them. You can have multiple models for a renderer. To change model via entity type, change the RenderLivingEntity#mainModel field. You can store the model you want there to display before rendering.
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