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Abastro

Forge Modder
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Everything posted by Abastro

  1. Where do you add your ScoreObjective to the ScoreBoard? Relevant code would be needed.
  2. There is some method called "addScoreObjective", you might want that. In case it is not deobfed in 1.8 (I found it on 1.7.10), it has two parameters : String, IScoreObjectiveCriteria, and it returns ScoreObjective.
  3. You can use setColor method, just enter the color paramter from EnumChatFormatting.
  4. Why do you want XP Bar to be updated/refreshed? It should be automatically updated when you change player's EXP if you are in right way.
  5. It wouldn't be called automatically unless you call it yourself. So.. What is the purpose of the InventoryTool class? If it is from some container, you should call openInventory/closeInventory there.
  6. Oh that seems to be pretty awesome.
  7. So if what you want to do is just testing some custom terrain generation, just create a dimension with your chunkprovider, and transfer the player to the dimension. It would be the easiest way for your purpose.
  8. Do you want to change Overworld? It strongly depends on your purpose. If you only have to change World Generation, Then you should make your own WorldType So... What is your actual purpose?
  9. 1. Does your test world contains TileEntityAlchemycrafter? If not, it could be a bug, and you should try updating forge. 2. If your test would contains the TileEntityAlchemycrafter, then this issue would be related with RenderAlchemycrafter class. In that case, pls post the class.
  10. Just in case you have some interest, I made some system called "ItemEntity" which is TileEntity for Items. You don't need it in this case, but if you want some Position-Based Item functionality, You would really need something like my "ItemEntity", as ItemStack does not contain any position information. So.. if you have any interest, PM me.
  11. You don't need any fake mobs. Just find the path, and force the player to follow the path on client side. (Some Entity AIs contain pathfinding code, so it would be helpful) And on placing and breaking, you would just invoke right click to place, and left click to break. (NOTE : You might need some reflection trick to do that.)
  12. This issue should be related with Rendering, so please post your proxy class. (with the method registerRenderThings)
  13. Then you should trigger some methods in playercontroller. See Minecraft and PlayerController code that how it works. (Yes, it should be handled on client side)
  14. Just make a texture with white image, and blend. (I assume that you know how to blend)
  15. No, Shaders only changes objects which they were applied to. And No again, there is no easier way then shaders to render grayscale.(You cannot do that only with GL11) Maybe modifying texture would work, but it would not be any easier..
  16. No, there is the more better way. Just recipesIt.remove(); How simple.
  17. Blending with white image would brighten up the image. (Of course it would reduce fluctuation)
  18. It seems that you could not cancel only the food bar. Maybe making them transparent using gl11 would work.
  19. Hmm then it would be related with your tileentity inventory. So your inventory code would be needed, pls.
  20. This would not be directly related with your issue, but you should import and access Minecraft only in client proxy or client-only class.
  21. I think full container code and inventory code would be needed...
  22. Thats really strange.. It should work. So your print statement does not do anything?
  23. It is really pity that this is impossible in minecraft system... You cannot get the 'source' of a movement, Since it could just be from addVelocity or sth. Actually I also wanted to do something similar for altering gravitation, but LexManos said that even a PR on it would be rejected...
  24. You should check it on client side, By checking opened GUI. So what do you actually want to achieve?
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