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Everything posted by ObsequiousNewt
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You could take a SHA or MD hash. I don't know anything about building armor textures though
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Wait, really? I don't want to doubt someone who clearly knows more about this than I do, but my computer is severely lacking in, well, everything, and I want my mod to work optimally both for my sake and any other poor soul out there who has never run minecraft past tiny render distance without crashing. Can anyone else confirm? I do generally run in Tiny (it doesn't crash but it runs very slowly otherwise). While an extra empty field on server would use memory unnecessarily, though, it seems to me that it would be negligible, and less work than fixing all the icon code to be client-only. Not to mention that it could cause problems down the line.
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How to get an item to reload[unsolved]
ObsequiousNewt replied to TheGrovesyProject101's topic in Modder Support
We're here to help people, not comment on what they are or should be trying to make. @OP: I don't see any "reloading" code... -
I couldn't find anything in EntityBoat either... but I did find a method that worked (sort of.) Here's my onUpdate code (if you want to see all of my code, it's in my Github repo.
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How do you do it with Pahimar's setup? Only in such a way that it will end in tears. Use this instead.
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idDropped doesn't get called, because BlockCrops (which you are extending) overrides getBlockDropped. Override that.
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How to put multiple TE models onto a single block ID?
ObsequiousNewt replied to Flenix's topic in Modder Support
RP is sneaky. It uses item metadata (which goes up to 32768) and... somehow... transfers that to TE NBT data. Um... it looks like you override onItemUse(), set the block, then set the TE data for that block (casting to your TE first of course.) Ah ok, I have no idea how NBT works. Even with rotation I doubt I'd have more than 64 things so I guess just normal meta would be enough really, I wont overcomplicate things for the sake of 3 IDs No, no, it's easy. -
Github is a great site for sharing your code and allowing collaborators to easily access it. If that's what you're looking for, I would recommend Github.
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villager texture outside the mod file
ObsequiousNewt replied to NemockZans's topic in Modder Support
I don't know, but a good place to look would be Configuration. Keep in mind, though, that if you don't put the texture in the jar, it'll be harder to package the mod. (and it won't be compatible with launchers) -
The sound name can't be longer than... um, I think it's 32 characters.
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How are (both of) you registering you entity and renderer? Hint: It should look something like: EntityRegistry.registerModEntity(EntityTractor.class,"entityTractor",0,this,256,1,true); and RenderingRegistry.registerEntityRenderingHandler(EntityTractor.class,new RenderTractor()); (I don't mean to sound condescending; I had this same problem and this was the solution.)
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Just think about this for one minute... wait, make that a string of minutes. That is not the kind of error that is "easily overlooked". It is basic programming to know that you are wanting a String to return, not an EntityPlayer. If you want a string, the method is a String method! Also, once again, basic programming. The reason someone face-palms (albeit sometimes in a rude way, [sorry Draco, it is rude, even if I would do it too ]) is because someone does something either A) Stupid (like the case sort of is here), or B) Missed something so obvious it should have killed them... Eh, I wouldn't say "stupid". I know that it seems sometimes like everybody and his dog wants to make a Minecraft mod, and that some people have less knowledge of Java than the aforementioned dogs, but that's not a license to call them "stupid". Tell them to learn Java, certainly. But don't call them stupid.
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Any way to check if the player is spawned?
ObsequiousNewt replied to freeradicalx's topic in Modder Support
That's not an event handler register... This is. (yes, I took it from AtomicStryker's old tutorial, but it probably works.) MinecraftForge.EVENT_BUS.register(new EventHooks()); Oh, and I like the roads! Can't wait to see the finished mod! -
Opening GUI on player's client from server
ObsequiousNewt replied to twixthehero's topic in Modder Support
Sorry, I didn't meant to quote you, I was answering the guy above you and only overviewed your post, my apologies. In my opinion your Option B is working perfectly fine, but a tiny bit uglier, since you create an instance which won't be used in the end and eats up memory (even if it's a very tiny bit) until the next garbage collection. Again, it's my opinion. Also creating a custom packet is a good way to learn how to handle packets if you didn't already learn that. No, but your reply applies equally to my post. And I was being stupid and not actually reading the whole post. -
99% of the time those things don't fire events. They just do stuff. Ergo, you can't override FTB mod events. Unless you ask them to put in hooks. Unless you had your mod depend on them, load after them, and replace their blocks... but they're all obfuscated and closed-source, so you can't actually access their elements.
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Opening GUI on player's client from server
ObsequiousNewt replied to twixthehero's topic in Modder Support
The GUI is linked to the container. Perhaps that is not the problem, but it is necessary. No, as long as you don't extend GuiContainer, you DON'T NEED a Container! Look at my GuiHandler and you'll see it for yourself: https://github.com/SanAndreasP/TurretModv3/blob/master/sanandreasp/mods/TurretMod3/registry/GuiHandler.java I my GuiHandler, some cases of the getServerGuiElement it returns null. I believe you need to open the GUI client-side (in case of container GUIs, client- and server-side) in order to open them. If you have a method which only opens server-side, you'll need to send a packet to the client, then open the GUI that way! Read the OP? Why would I need to read the OP{?} -
Help with separate Creative Tabs and Recipes files?
ObsequiousNewt replied to Shadzari's topic in Modder Support
You will need some reference to the files (and no, a simple import will not do it.) As long as the blocks are allocating themselves to your tab, though, it will work. -
The easiest way to do it is to have all four rotations of the texture. Otherwise, you'll have to mess with BSRs. Ok, It's easy to do the four rotations of the texture, but how would I implement them? BTW, what are BSRs? Block special renderers. You need to register all four icons, then override getBlockTexture(side,meta) (both of which I assume you're already doing) and return the appropriate top rotation for the metadata passed in.
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Off-topic question: How would one go about changing the 'gravity' of an entity? (i.e. changing the player so that they fall up, and so that the camera changed to match, or having sand fall a different direction?) Could you give me a place to look, if it's too complicated to be worth your time explaining? onUpdate(). There's a line where it says motionY -= 0.04 or something like that. Just change it in your onUpdate.
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villager texture outside the mod file
ObsequiousNewt replied to NemockZans's topic in Modder Support
Why do you want to do that? -
this.setBlockBounds()
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Changing the color of an item programmatically
ObsequiousNewt replied to Boxtop5000's topic in Modder Support
That's called Natural Language Programming. Wolfram Alpha is a good example. Well, yes, but with fixed syntax, because I'm not that talented. -
Why is it, though, that so many people are having trouble with scala? (edited your post by mistake, I meant to quote, oops)
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I NEED HELP!!!!!!! Please Respond Soon
ObsequiousNewt replied to catfan100's topic in Modder Support
This goes in Modder Support. It looks like you perhaps did not decompile correctly.