Everything posted by Abastro
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[1.7.10] Fluid opacity
You can make your custom implementation for fluid block/
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[1.7] [Solved] Need Help With Item Rendering
So what is your problem with the code?
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[1.8] Switching textures on click event.
Don't dynamically register models.. Just use metadata for that.
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[Solved] Repeated Messages
First, don't use static fields. Just pass the variables to the Thread.
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[1.7.10] How to make potion NOT appear in player inventory when active
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.
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Save a part of the world
Please provide the exact crash report.
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Detect if the sneak key is pressed.
No, it just checks with the raw number for SHIFT.
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Server is Crashing please help![1.7.10]
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.
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[1.7.10]onDeathUpdate?[SOLVED]
You can override EntityLivingBase#onDeath(DamageSource). What is your problem with that?
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Potion weirdness when ID exceeds 128
Then it is not the issue. So how did you give an entity the potion effect?
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[1.8] onWorldTick?
@see TickEvent#WorldTickEvent.
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Potion weirdness when ID exceeds 128
Where do you calls the expandPotionArray(...)?
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3D Model for entity Throwable [1.7.10] it no work
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.
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[1.7.10] My custom furnace doesn't save item when i restar minecraft
No, I mean that the spoiler ate some brackets []. Use [nobbc] [/nobbc] instead.
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[1.7.10] My custom furnace doesn't save item when i restar minecraft
Your code would not even compile, it seems that some brackets [] are lost. (which would be for array) Fix that, you should use
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Metadata blocks in furnace make other metadata blocks.[1.7.10]
When it does not work, you should provide some detailed description on that, like crash report, or the symptom.
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[1.7.10][SOLVED Finally]Tile Entity Questions
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)
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[1.7.10][SOLVED Finally]Tile Entity Questions
Try printing the datum field every time you changes the field. Then please post the console log with the value of datum field printed.
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Custom Scroll Menu
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.
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[1.8] Having some more modeling issues -.-
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.
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Custom Scroll Menu
Yes, it is really hard.. So post the full code including the scrolling code.
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[1.8] Having some more modeling issues -.-
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.
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[1.8] Make Custom Fire Break Like Vanilla Fire in Creative
Then that is not a problem I think. (Also I dont know how to make the message disappear) Anyway, Do this:
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[1.8] Having some more modeling issues -.-
That is not possible, there should be many model. But you can do it with only one Renderer class.
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[1.8] Having some more modeling issues -.-
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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