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Abastro

Forge Modder
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Everything posted by Abastro

  1. Since liquid don't have collision bounding box, 'ontemRightClick' would not work. Instead, you have to do it on PlayerInteractEvent, and check for collision into the fluid block. (Also, it would be CLICK_AIR mode)
  2. I think full code is needed to resolve this issue.
  3. Thanks for the reply. I have to use config information to determine which dimension exists or not, and change the provider of Overworld. So is there any other way to do this without direct file operations?
  4. Oh. I was blind Then nothing would be wrong.. Or try moving the item initialization code to preInit.
  5. It's possible, but it is out of scope of this forum.
  6. Didn't you just make the method 'S01PacketJoinGame' and want minecraft to call it automatically? If not, please post the code on the method call. + In most case, you should set up your own IMessage and IMessageHandler. Also, you should send packet(message) on FMLNetworkEvent.ClientConnectedToServerEvent.
  7. Why did you declare 'private static final Set<Block> blocksEffectiveAgainst'? It would have no effect because it is private static and not used in the class.
  8. Check if 'BucketHandler#onBucketFill' get called or not.
  9. Hi, I'm Abastro, developing Stellarium mod. Currently I'm working on config load/save part from World. So I set up some code with WorldSavedData, and I confronted a vital problem. The problem was: The dimensions(providers) should be changed via the content of the config. but the World instance does not exist when dimensions can be changed, so WorldSavedData is invalid on that moment. As a result, loading/saving with WorldSavedData is incompatible with changing dimensions. I want to know whether I'm wrong somewhere or there are the best solutions for this problem. Is there any breakthrough for this problem? I'm looking forward to it! Any help would appreciated!
  10. So it cannot mine stone stairs/walls while it can mine stone block?
  11. Subscribe to this event: 'PlayerInteractEvent', You can open your custom Gui there.
  12. Besides, you should use GameRegistry#registerItemStack to register enchanted itemstack to the Creative Tabs. (onCreated only works for Crafting)
  13. Oh it was vanilla block. What block do you want to show? And please post your current code of the item.
  14. Then your guiHeight would be wrong.
  15. Ah, @Draco18s already said what you have to do. Use Item#setTextureName(String) and Item#getTextureName() instead of item.getUnlocalizedName().substring(5). And, you should use something like ISmartModel for changing model.
  16. That should return the correct localized name. (Don't use StatCollector for that; It is already localized) It seems that forge couldn't find your lang file or your lang file does not contain the exact name. So please post where your lang files are, and the contents of them.
  17. Where do you send PacketPingClient message?
  18. NBT works on both side, so it would not crash. + Your previous code should work, since itemstack got synced every tick. Does this print statement works? System.out.println("ENTITY GOTTEN");
  19. @HappyKiller101: That would not work, because damage value increases when tool is damaged. @BoonieQuafter-CrAfTer: Subscribe to the PlayerDestroyItemEvent, and give the dysfunctional itemstack to the player.
  20. Use Block#getLocalizedName().
  21. No, there would be no timeout. As far as I know, Client-Server Connection is handled by independent thread.
  22. Then don't use item.getUnlocalizedName().substring(5). There is no reason for using that.
  23. Ah I was blind.. I think isRemote check is not needed here, you would better manipulate NBT on both side.
  24. @elix: That would be the same. @HappyKiller101: Where the 'itemInteractionForEntity' get called?
  25. You should initialize item first before initializing creative tab..
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