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ObsequiousNewt

Forge Modder
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Everything posted by ObsequiousNewt

  1. Unless someone started an unofficial list of ores like the way cpw started the unofficial block ID list. Heck, I would support that. It could be helpful. He wants a list of ores used by *all* mods, not just the ones installed. Did you actually read the comments? I have clarified that at least twice.
  2. What are you trying to save? If what you need to save is linked to a TE/Entity, you don't need to use custom save handlers.
  3. You *might* try using events to cancel the spawns. It'll certainly be more ugly, but at least you wouldn't have to use a coremod.
  4. You're doing something wrong. READ THE EAQ.
  5. LexManos cannot, and does not have time to make other people's mods compatible with Forge, if they aren't already. That responsibility falls with the mod owner.
  6. LanguageRegistry.instance().addStringLocalization("itemGroup.Epsilon","Epsilon"); Put that in your mod initialization.
  7. Thats right i want a list of ores. ForgeForum made a list of Item/BlockIDs why the could not make an ore/liquidDictionary list which everyone can download (like an textdata) and everyone who adds something with an mod can poste it there. (Only ores and liquids). at the moment i read it from Mekanismen and IC2 source. But that does not help really because they do not offer all blocks. ^^" Thats kinda sucks. I asked for the list a view moths ago where i was a noob in modding (now i am making pipes and co). but how good i am at the moment does not really interesst. The only thing i think is important make a ore/liquidDictionary List. To be fair, though, that list is unofficial, it does not encompass all mods, and I think it is outdated besides. Perhaps you could start a similar topic, though; I think it would be a good idea.
  8. I created my own block to test with. It didn't do anything, but I had a block called "Copper Ore" that I used to make sure that the event was firing and that the block ID was getting saved for later use. Very minor differences between 147 and 151 on Forge's end of things (i.e. the dictionary should work the same on both). He wants a list of names used by mods in general, not a list of names used in the current mod(pack).
  9. It was unnecessary. So far as I know there is no comprehensive list of ores. You'll have to make a list from all of the mods. Good luck! If it helps, our mod (SBFP Tech) implements these ores:
  10. No, you'd do "/modName/modDeveloper/folderA/folderB/fileB.class".
  11. No, that's what I was looking for, and, unfortunately, it doesn't tell me anything. The Render class won't help; your angler attribute is null, for reasons beyond me.
  12. Aah, my mistake. I'd say you pass the player to the GUI class from your proxy, and then check, in your proxy, if that player matches the player associated with the TileEntity.
  13. "Initialize", not "register". What is your ItemOldRod code?
  14. I don't think there should need to be any packets involved. Is it not denying players access?
  15. What error are you getting?
  16. I think that all you need to do is override isUsableByPlayer(EntityPlayer) in your TileEntity.
  17. And what happens when you try to run this code?
  18. What buttons are you trying to work with? What is your code currently?
  19. Can I see the code where you initialize the EntityFishingHook?
  20. You may be able to. I don't know how the event system of Minecraft works internally so I can't say for sure if the new event would get picked up or not. I know that in Flash it wouldn't because the listening object isn't listening to the intermediary object that snagged the event first. Or you could bypass the event and just damage the player directly. If that works.
  21. Wait, you're trying to make mods with ModLoader? What are you doing here at Forge then?
  22. Those 0s are supposed to be there; they're normally used for data relating to mobs that he doesn't need. What he's missing is the entity registry line in his mod file: EntityRegistry.registerModEntity(...);
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