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Update to 1.6
True. And I know that Lex and cpw are all in a flurry updating Forge; I've seen the Github repo. But I don't want to get it until he's officially released for 1.6. Of course, that's just me.
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(solved)Custom Fishing Rod not retracting
Er, not "true". But in the constructor of EntityFishHook there is a line that says "this.angler.fishEntity = this;". Since you're missing that line, angler.fishEntity keeps showing up as null. However, EntityPlayer.fishEntity is type-protected to EntityFishHook. Which you don't extend. So you will need to alter your class to extend EntityFishHook, or else use IExtendedEntityProperties.
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Custom Furnace functions not working
Badbadbadbad. First of all, that's just slightly modified Minecraft code. Secondly, it's a two-block furnace. Entirely unnecessary. @OP: Which functions are getting 0 for bunsenBurnerBurnTime?
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[Not solved but im done.]How to save integers to a file.
Heres the code im trying to set up to save and get. package mods.cyphereion.cyphscape.levels; import java.io.FileWriter; import java.io.Writer; import org.lwjgl.input.Keyboard; import cpw.mods.fml.common.registry.GameRegistry; import mods.cyphereion.cyphscape.blocks.BlockCopper; import mods.cyphereion.cyphscape.core.Core; import mods.cyphereion.cyphscape.core.CyphScapeMaterials; import net.minecraft.block.Block; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.src.ModLoader; import net.minecraft.world.World; public class Levels { public static int MiningLevel; public static int MiningXp; public void levelCap(EntityPlayer par1EntityPlayer){ if(MiningLevel > 100){ MiningLevel = 100; } } public void onUpdate(EntityPlayer par1EntityPlayer) { for (int i = 0; i < 61; i++) { if (MiningXp / 50 == i) { MiningLevel = i; } } } public int getMiningLevel() { for (int i = 0; i < 61; i++) { if (MiningXp / 50 == i) { return MiningLevel = i; } } return 0; } } That's going to cause problems if you try to use it on a server. You don't want to save that in a Configuration; you want to use EntityPlayer.registerExtendedProperties().
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What is the best way to add mod support for non-API mods?
If they're closed-source, you can't. If they're open-source, use reflection. What are the mods?
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Update to 1.6
So would a lot of us, I think. I didn't know that Forge had been updated yet (to a stable point.)
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Forge Permissions Interface
Hmm, that sounds more like a coremod (or maybe just a mod; I'm not sure that needs to be a coremod) API, rather than a part of Forge. "I think this should be in forge as it would encourage it's use" seems to me to be a bad idea; if such a situation with competing APIs arises it would not be the responsibility of Forge to solve it.
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Using a translucent texture in a model
I dunno then. There might be a GL11 call you need to make inside the model class. Erm, glColor4*(r,g,b,alpha)? How exactly would I use this? Like I said, I'm a GL Noob completely Looks like that simply sets the colour directly, which is fine- but I need to know where to put it and how to define which part of the model it refers to. Can you help with that? I dunno. I can use GL, but I haven't tried combining glColor with textures. Try putting it either before or after your "bind texture" statement.
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How to get a TileEntity to "react" to another block being put next to it
He said he did. I'd like to see that setup, though.
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Gui not opening
No, I meant did you have another thread *before* this one was started, so I could look at your code there. I don't know if you have the same problem; as it it I haven't the faintest idea what's wrong with his code. @OP: can you check if getClientGUIElement() is getting called?
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[SOLVED] Spawning Particles with an Item
EntityLiving.updatePotionEffects();
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Better Bows (Need help with icon arrays and some custom arrows)
Ever heard of a period? It looks like this: "." USE IT. Got it? Good. Grammar nazi-ing aside... Is this a default survival behavior (re #2) that you're trying to remove? If not, I'd like to see how you're registering the entity (although survival/creative behaviour difference is just odd.)
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(solved)Custom Fishing Rod not retracting
You're using EntityPlayer.fishEntity to tell whether you have a rod out (just like the normal fishing rod, but it seems you might run into problems), but you're never setting it to true when you spawn the hook. Fixify that!
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Gui not opening
Hum, did you have a thread for it?
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[Not solved but im done.]How to save integers to a file.
Or... you could do things the easy way and use Minecraft's Configuration class.
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