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ObsequiousNewt

Forge Modder
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Everything posted by ObsequiousNewt

  1. I don't have much to do right now, so I'll deobfuscate the source for you if you like.
  2. Oh, that looks like it should work. Although I would just use j.setItemDamage(j.getItemDamage()+1) instead of creating a new ItemStack.
  3. It's easier if you use getUnlocalizedName2(); that doesn't have the "tile."
  4. If it's any API worth its salt, just put it in /src/minecraft/.
  5. Oh, that kind of item. *facepalm* If you'd said "RP2 chisel", I'd have known exactly what you meant. So it looks like you'll have to define a custom class that inherits IRecipe.
  6. So, I believe i totally killed it now. I put the META-INF folder back into the minecraft.jar and it loaded to the screen where you choose single player, multiplayer etc. But i get the "dirt screen" when i try to start single player. And this was in the log: 13-06-09 22:07:50 [sEVERE] [ForgeModLoader] Fatal errors were detected during the transition from AVAILABLE to SERVER_STOPPED. Loading cannot continue 2013-06-09 22:07:50 [sEVERE] [ForgeModLoader] mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available FML{5.2.21.729} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Forge{7.8.0.729} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available 2013-06-09 22:07:50 [sEVERE] [ForgeModLoader] The ForgeModLoader state engine has become corrupted. Probably, a state was missed by and invalid modification to a base classForgeModLoader depends on. This is a critical error and not recoverable. Investigate any modifications to base classes outside ofForgeModLoader, especially Optifine, to see if there are fixes available. 2013-06-09 22:07:50 [iNFO] [sTDERR] Exception in thread "Server thread" java.lang.RuntimeException: The ForgeModLoader state engine is invalid Give us the whole log. That error just means that there was an error.
  7. He said not item stacks. To original poster: What you're trying to do is not doable. Items are single-instance objects merely referenced for behavior by other object types (such as ItemStack). He doesn't understand how items work. I was trying to show him.
  8. 1.this would still clone it 2.i don't want it to be 100%, if i did i would use the anvil Aw, for the love of Pete. Just show me your code.
  9. I'd... ask for a screenshot anyway. I'd like to see that, even if you can easily fix it.
  10. par3EntityPlayer.inventory.addItemStackToInventory(new ItemStack(mod_whatever.emptyShell,1));
  11. In which case you need to transfer Item NBT to Entity NBT and back to Item NBT. Actually, you could probably do it without NBT, easily enough.
  12. Oh, lol, I can't read. Wasn't thinking about the GUI part.
  13. BlockOre doesn't have such a constructor, and furthermore, that texture system is horribly outdated. http://www.minecraftforge.net/wiki/Tutorials
  14. Do you pick it up as an EntityItem or does it work like an arrow?
  15. I suppose you could find some way to adapt whatever program Forge uses to deobfuscate MC. By "do it manually", I mean you look at the fml/conf/joined.srg, methods.csv, and fields.csv and manually replace the names. Or use Eclipse's M^R to do it.
  16. Fair enough. To be honest, I was never concerned with that; I just needed a custom dimension for a small structure (I suppose I would have been more concerned later, when I expanded on that mod, but there you are.) Does the generation work now, then?
  17. 82428_a is a RenderZombie function, so it won't work with you. Unfortunately, I don't know much about that kind of render code, so I probably can't help too much.
  18. Hahaha I like you. Thank you tons for looking into your code for me. I like this community. At the moment I am thinking of just preventing natural spawns of all mobs. I'll check your solution and get back to you. -edit- It works- and I should have noticed that method way earlier. Haha. Now, I said I figured it out on my own, and I may yet do so, but did you use your chunk provider to fill the world using a custom block? Because I thought I found the solution: making a chunk using a short array instead of a byte array, but there is obviously fancy math that I need to fix for that to work because the wrong block spawned and layers of the world spawned in sideways, very far-lands-esque. I used a ChunkProvider... but it sounds like you used a custom Chunk, which I didn't do. All you should need, though, is chunk.setBlockID(x,y,z,id) where x and z are both between 0 and 15 (they are not adjusted to chunk offset.) What you got sounds sort of like you had the args in the wrong order.
  19. Easily. Put a check in getClientGUIElement(TE).
  20. ...Um, yes. Use a damaged ItemStack as the output.
  21. Well... then... yeah, you need to add code in your Render class to render the item. It's not rendering anything because you're not telling it to.
  22. I actually could use some help. I'm not really sure about several things. I think I just solved my own problem regarding block id's greater than 255, but I am having trouble in other areas. How should I go about preventing any mob spawns in my new dimension? I have tried using: provider.setAllowedSpawnTypes(false, false); in several places and that doesn't seem to change anything, but it is the only thing I can find to indicate whether a mob spawns. I am not using any custom biomes and would prefer to do my changes to the world instead of the biomes. Also, Do you know of a way to set a light level that is constant through day and night, or even just a way to set the skyblock light level? I'm sure I can figure out how to texture my sky how I want etc, but I'm having trouble with the light level. If you remember any of this from when you made your dimension, thanks would be given freely. Well, I was thinking about basic dimension structure when I said that, seeing as I never added much to the dimension... and I was not really prepared for those questions. Regardless, I'll try to help you. *looks at source* And apparently, for whatever weird reason, I also self-obfuscated... Okay. Well, this might take some work, but I'll do what I can to answer your questions. First, spawn types. Do you want to prevent natural mob spawns, or all of them? All mobs, or just monsters? If it's the first choice for both, as I suspect, I would redefine getPossibleCreatures(EnumCreatureType, int, int, int) in your chunk provider to return an empty list. As for your other questions, I'll answer, but I need to do a bit of research first.
  23. Evidently he gave you reobfuscated source. Ask him for the unobfuscated source, or else manually de-obfuscate it yourself.
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