Everything posted by Alix_The_Alicorn
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meta sensitive input furnace
bump, this is ALL I NEED to release the next version of my mod!
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RESOLVED: How to a make 2D texture that always faces player.
post your new class that extends BlockContainer
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meta sensitive input furnace
bump?
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Weird errors when updating to forge 1.6.4-9.11.1.916
In your libraries section remove launch wrapper 1.7 and add 1.8
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[Solved] Is it possible to run Minecraft through eclipse with your own account?
It will give you your username and skin, but you are not "logged in" so don't expect to be able to log into online-mode=true servers
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Custom furnace(s) bug
Stuff is still deleted after a world reload
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stop name from showing through blocks and less visible to mobs
look in renderer for EntityPlayer?
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[solved!][1.6.4] texture woes
also, as a last resort try chaining. genericItem = new GenericItem(500).setTextureName(generic:genericItem); I personally use chaining for almost everything
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[solved!][1.6.4] texture woes
just try that and see if it works. if you don't like defining it like that do setTextureName(Generic.modid + ":" + this.(this.getUnlocalizedName())
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[solved!][1.6.4] texture woes
in your constructor put setTextureName(generic:genericitem);
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Custom furnace(s) bug
Hi, I have two custom "furnace"s in my mod. http://github.com/alix-the-alicorn/carbon-mod/ When i put something in either one of them (grill or compression chamber) they work fine. But whenever I reload a SinglePlayer(internal server) world or restart a server, or reload the chunks that they are in, they reset to empty. Also, when smelting they do NOT update and change into their other state (which is one ID above what the idle on is). Can anyone help? also I have another three where I have another problem
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1.6.4 Make Armor Glow?
http://www.minecraftforge.net/forum/index.php/topic,12868.0.html
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meta sensitive input furnace
Ok, I've done my randomly breaking!! :D I still need help with making my "Compression Chamber" have metadata sensitive input. my code for randomly breaking the chisel or not breaking it is this: package com.jmanpenilla.carbonmod.core.handlers; import java.util.Random; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.IInventory; import net.minecraft.item.ItemStack; import com.jmanpenilla.carbonmod.item.Items; import com.jmanpenilla.carbonmod.lib.Reference; import cpw.mods.fml.common.ICraftingHandler; /** * CarbonMod * * @author jmanpenilla * @license Lesser GNU Public License v3 (http://www.gnu.org/licenses/lgpl.html) * */ public class CraftingHandler implements ICraftingHandler{ @Override public void onCrafting(EntityPlayer player, ItemStack item, IInventory craftMatrix) { final int x = 1; final int y = Reference.chiselBreakTime; int rand = new Random().nextInt(y-x) + x; for(int i=0; i < craftMatrix.getSizeInventory(); i++) //Checks all the slots { if(craftMatrix.getStackInSlot(i) != null) //If there is an item { ItemStack j = craftMatrix.getStackInSlot(i); //Gets the item if(j.getItem() != null && j.getItem() == Items.chisel && j.getItemDamage() == 0 && rand == 2) { ItemStack l = new ItemStack(Items.chisel, 2, 1); craftMatrix.setInventorySlotContents(i, l); } else if(j.getItem() != null && j.getItem() == Items.chisel && j.getItemDamage() == 0) { ItemStack k = new ItemStack(Items.chisel, 2, (j.getItemDamage() + 0)); //Makes a new itemstack that's been damaged and has 2 items craftMatrix.setInventorySlotContents(i, k); //Sets the slot to the new item } } } } @Override public void onSmelting(EntityPlayer player, ItemStack item) { } }
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meta sensitive input furnace
I really don't know why people aren't answering MY question. I really need those two questions answered before I can release next version of my mod, or the next commit of my mod
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(1.6.2)Texture system.
in 1.6.X ( You should be using 1.6.4 by now... ) you need a resource location in your class ex: public static final ResourceLocation TEXTURE = new ResourceLocation("carbon", "textures/model/CompressionChamber.png"); and you bind the texture like this FMLClientHandler.instance().getClient().renderEngine.bindTexture(TEXTURE); also if you want to you can check out my Modder support thread, I'm having a bit of trouble D:
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meta sensitive input furnace
Why does everyone answer the questions except for mine is my question too stupid or something?
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meta sensitive input furnace
Bump
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RESOLVED: How to a make 2D texture that always faces player.
That's in your "Light" class which extends BlockContainer
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RESOLVED: How to a make 2D texture that always faces player.
First you don't need @SideOnly(Side.CLIENT) on public boolean shouldSideBeRendered(IBlockAccess iblockaccess, int i, int j, int k, int l) { return false; } and you don't want @Override public TileEntity createNewTileEntity(World world) { // TODO Auto-generated method stub return new TileEntityLight(); } you want public TileEntity createNewTileEntity(World par1World) { return new TileCompressionChamber(); } you need to override isOpqueCube and you need a @Override public boolean renderAsNormalBlock() { return false; } method
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How does Minecraft internally store blocks in memory?
i think the mcp team mush have derped, a chunk is 16x16x256
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stop name from showing through blocks and less visible to mobs
maybe look at code for sneaking (in EntityPlayer.class maybe?) and the invisibility potion (somewhere in the potion package)
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meta sensitive input furnace
Also, I have one more problem. If you look at my github a few posts up, I have a custom furnace called "Compression Chamber" I want to be able to smelt a materialOne with a damage of 1 into a materialOne with a damage of 3. Could anyone help me?
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What is the best way to do this?
Maybe don't use unnecessary (byte)s ask xComWiz for more info
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meta sensitive input furnace
I solved my original issue, scroll down I ask another question about how to make my custom furnace have metadata sensitive input. EDIT: SCROLL DOWN! MORE INFO ABOUT STUFF IS DOWN THERE| V
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Hook into Fog/Water Clarity
ASM bytecode modifier instead of using asm to replace a class? http://www.minecraftforum.net/topic/1854988-tutorial-162-changing-vanilla-without-editing-base-classes-coremods-and-events-very-advanced/
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