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Forge Modder
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Everything posted by ObsequiousNewt

  1. 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.
  2. 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.
  3. 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?
  4. 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().
  5. If they're closed-source, you can't. If they're open-source, use reflection. What are the mods?
  6. So would a lot of us, I think. I didn't know that Forge had been updated yet (to a stable point.)
  7. 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.
  8. 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.
  9. 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?
  10. 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.)
  11. 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!
  12. Hum, did you have a thread for it?
  13. Or... you could do things the easy way and use Minecraft's Configuration class.
  14. Erm... don't look at me. I need to know that myself.
  15. That just sounds like you don't have enough memory on your computer. Or perhaps you have a virus. Either way, there's nothing I can do.
  16. Oh. Duh. You need packets! Because it's not being set on the client.
  17. Line 56 of Alloycraft is...? public final static Item bootsSteel = new SovSteelBoots(908, steelArmorMaterial2, RenderingRegistry.addNewArmourRendererPrefix("steel"), 3).setUnlocalizedName("steelBoots").setCreativeTab(CreativeTabs.tabCombat); This is the first armor line in my main class. Oh. Right. Erm, Decebal²? Where are you calling that? Because it's client-only.
  18. Are you sure? It looks like the particles are being spawned inside the player, with no velocity, so it may be that they're being spawned but you can't see them.
  19. TEProcessor is a superclass of TESC and TEC. Both of them only use 1 input, but it can be easily configured for three. Alright, I've looked at the code, however I'm still in the process of learning java, so how would I configure your processor to my liking? It's really just a matter of passing multiple arguments into ProcessorRecipeManager.getRecipe(). Assuming you have only three slots, you want something like this: The furnace itslef will have 5 slots, but 3 of them will be the items to be smelted. one will be fuel, and the other the output. Is that what this code will help with? Yep. Although you will have to put an extra check in there for the fuel. And decrease it as appropriate. Frankly, you might be better off writing your own class
  20. That is indeed true. Just make sure you sync your TE fields with Packets, the client version is usually dumb and holds no data. >.> Thanks for solving my problem. I thought that method had been removed as of 1.5.2.
  21. I dunno then. There might be a GL11 call you need to make inside the model class. Erm, glColor4*(r,g,b,alpha)?
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