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Abastro

Forge Modder
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Everything posted by Abastro

  1. . Oh I misread something. sorry So you need to patch the static field and the function nodes you want?
  2. I know about gui, that using events i can take it over... But in this case i don't even need to modify gui... That way(with Gui event) should be far more better than using ASM, especially when what you need is replacing a field. Some mods can get an access to the hash field using reflection, and they will be crash at that point. So... don't use ASM for that. (It seems that you even know how to achieve what you want without ASM)
  3. First, clean up your code using for loops.. It is too hard to read.
  4. What... You Should NOT use something like "if(event.getSide() == Side.CLIENT)".. You should use proxy for that. Put the rendering thingies in your Client Proxy, or it will crash with the client-only imports!
  5. I think ISmartModel would work, or doesn't it?
  6. It seems that you don't know basic java well.. Please Learn Java. & What I meant was: create the EntityBreakingFX and spawn it in the world.
  7. You should check only if the enchant tag is same, for Item's NBT can contain various information.
  8. Try using Techne. It would answer your questions and solve most of your problems.
  9. Anyway it seems that he didn't set up custom entity renderer.
  10. It (the fuse field) is not related with this issue... Anyway you should register custom entity renderer, as elix said.
  11. 1. First, you should register your Entity using EntityRegistry#registerModEntity. (You have to specify the id. If you have only one entity, just putting 0 in it would be fine.) 2. TileEntities and Entities are totally different, just to note.
  12. So what is your problem..? Do you want to change gravitation of other entities, too?
  13. 1. Post your entity registration code. 2. Did you created/registered your TNT model?
  14. Yes, but only for vanilla (or compatible) entities. 1. Hard-coded Patching to every entity type would work for all vanilla entities. 2. Save default gravity acceleration for each entities, and modify its motionY value based on the information on each tick. So. What you have should be the best.
  15. You should set up your own entity model.
  16. The Crash is from CraftManager class, so post the code.
  17. So your game crash on this line? ItemStack ingotPhasedGold = OreDictionary.getOres("ingotPhasedGold").get(0); Then how did you try outputing it to the console?
  18. Please post your full code.
  19. The way he did is, 1. Just hook into player and change gravity. It is much easier than changing entity gravity. 2. Register substitution mobs which has less gravity value, and make Overworld Mobs can't spawn/live in the dimension. (like Moon with no air..) So.. it would be kinda depressing; I think your first way would be the best. & To 61352151511 : patching them all would be impossibly hard, since there is too much hard-coded entities.. EDIT: Galacticraft seems to do the patches, too. (Using MicdoodleCore, maybe.)
  20. 1. static init() is fine, you need not change it. 2. Don't create[declare] your bucket item with the (static) definition, because it has to be created after your block is created! So Just do declaration on your init() method, so honeyBucket = new ItemHoneyBucket() would be there. .. It is basic java..
  21. No.. If you saw the 'Gravitation Code' for entity, it is just a one line of hard-coding: this.motionY+=0.2353455252... So it is really pity that there is really no way to change gravity with any ease. (It is more because gravitation manipulation is one of the core concepts of my mod.. :< )
  22. Sorry, there was some mistakes I did. 1. You have to check if the Entity is player, and get the PlayerCapabilities for the player, and disable Damage for that. 2. Does applyAttributesModifiersToEntity not called? Check it.
  23. GameRegistry#registerRecipe(IRecipe) is what you want.
  24. Ah you cannot do that with spawnParticle method. just spawn EntityBreakingFX(World world, double x, double y, double z, Item item).
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