Jump to content

ObsequiousNewt

Forge Modder
  • Posts

    751
  • Joined

  • Last visited

Everything posted by ObsequiousNewt

  1. Here's code that I used for rotation. It's from 1.4.6, but it should still work.
  2. You're only getting half your mod because some class would seem to have crashed upon recompilation. Your recompile log says "1 error, 6 warnings." Oddly, though, it doesn't seem to say what the error was...
  3. Um, yes. Read the javadocs.
  4. I cant find how to run chat commands. For example, I want my item to set the time to day when right clicked. You don't need commands. Just do world.setWorldTime(blah)
  5. Is your "textures" directory under src/minecraft/?
  6. Um, out of curiosity, why is your constructor protected?
  7. What's the code that tells it to rotate?
  8. Um, someone had this same problem... half a minute... ...oh wait, they never solved it. Oh wait, that was you. Um, the code you have should work. newTag() is a static method that creates a new tag, and you don't need it. But setByte() should work just fine. Does it not save? If you set it and then read it, does it work?
  9. Um, put the "draw this image" code in an if block?
  10. I have all the time in the world. In the future, though, please put the logs in spoilers. What, exactly, is line 370?
  11. (1) That's how IShearable works. If you want to make it right-click-shearable, you'll have to override onBlockActivated. (2) You would seem to be setting the metadata to 2 every time.
  12. Can we see the log from recompile/reobfuscate.sh? That would be telling.
  13. We know it's possible. If you mod Minecraft, you're already doing it
  14. Why exactly do you need to debug? Do you mean that your coremod isn't loading?
  15. When you say "the variable kept coming back false all the time"... how were you determining that variable?
  16. That's an inefficient way to damage an ItemStack. Just use stack.setItemDamage(stack.getItemDamage-1);
  17. The bounding box is only the hitbox. Your actual block still only uses one block in the world. If you want it to do more (like a bed) there's a tutorial on the wiki, but it doesn't work 100% so you'll need to search around to get it working. I don't know how to do it sorry A bed uses two blocks. Look at EntityCactus; there's several functions you'll need to override including getCollisionBoundingBoxFromPool, getSelectedBoundingBoxFromPool, isOpaqueCube, getRenderType &c. If that doesn't work, use a TileEntity instead.
  18. We're using 1216 to (tentatively) 1280 for blocks and 19456 to 19712 for items. Remember that it's bad practice to use item IDs under 4096, and that the maximum for items is 32000.
  19. EntityJoinWorldEvent, I think... but I also think that you rather want IAdditionalEntityData.
  20. It's not at all I spent a bit of time lining up the bounding boxes perfectly with the models; It's the exact right size, so that can't be the issue or I'd never notice it... Oh. Okay then. I have no idea. Unless perhaps the bounding box is in the wrong place? But if you can bump into it, then I'm out of ideas.
  21. Mine was a vehicle. I managed to solve the problem (partially) by giving it its own position and velocity variables, similar to the Boat or Minecart code. However, there is still a partial glitch when I ride on it, and there is also a problem with bounding boxes.
  22. If you want picks to be effective, I believe you rather need Material.rock
  23. I did hear that ladders were broken in a recent Forge update; try updating your Forge.
  24. It's disappearing because your bounding box is outside the field of vision. Expand it to take up the whole entity (here is a helpful post.)
  25. That was for the smeltItem method!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.