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Alix_The_Alicorn

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Everything posted by Alix_The_Alicorn

  1. Just reading through this, and just incase the item not rendering in first person, the case you use is EQUIPPED_FIRST_PERSON in your item renderer class
  2. also, here is my github for the mod https://github.com/alix-the-alicorn/carbon-mod
  3. I updated my mod to 1.6.4, and it works fine on the client. This is the crash I get on the server. Thanks for any help in advance! Also, if you can help me would you mind explaining the change in 1.6.4 that made this happen so I can learn things? Thanks --Alix_The_Alicorn
  4. Oh derp lol that's leftover code from when I was testing how to register renders. Thanks for the help
  5. Here is my ICraftingHandler. Its a bit excessive, but it works. Replace the CarbonMod.chisel with Item.bucket and CarbonMod.chisel.itemID with Item.bucket.itemID. If that doesn't work look at the code and toy with it until it works. The code returns a damaged (not lol) version of the item, but you could also make it return something different, like make it so if you have a milk bucket in there make it return a bucket. Just play with it. BTW jmanpenilla is my in game name. package com.jmanpenilla.carbonmod.core.handlers; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.IInventory; import net.minecraft.item.ItemStack; import com.jmanpenilla.carbonmod.CarbonMod; import cpw.mods.fml.common.ICraftingHandler; /** * CarbonMod * * @author jmanpenilla * */ public class CraftingHandler implements ICraftingHandler { @Override public void onCrafting(EntityPlayer player, ItemStack item, IInventory craftMatrix) { 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() == CarbonMod.chisel) //If it's a Chisel { ItemStack k = new ItemStack(CarbonMod.chisel.itemID, 2, (j.getItemDamage() + 0)); //Makes a new itemstack that's been damaged and has 2 items if(k.getItemDamage() >= k.getMaxDamage()){ //If it is destroyed k.stackSize--; //Removes the added item } craftMatrix.setInventorySlotContents(i, k); //Sets the slot to the new item } } } } @Override public void onSmelting(EntityPlayer player, ItemStack item) {} }
  6. Use blender and export as an OBJ. For the rendering, go here http://minalien.com/tutorial-advancedmodelloader/ And make sure, even if your block isn't an inventory to MAKE SURE it extends BlockContainer or you WILL get an invisible block
  7. its a very basic tutorial, but try this.
  8. add these to your JVM arguments in eclipse or the launcher if your doing it pre-1.6 style. I would still recommend going the 1.6 route. add this to your JVM args for it to work -Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true
  9. first off all my code. My problem is that my mod works FINE on the client but not on a server. I think I need to add some @SideOnly clients in somewhere Could someone help? Server crash: My time zone is California so don't get annoyed if I can't reply Thanks in advance - Alix_The_Alicorn
  10. ya maybe, thanks for your help though. Applause for you!
  11. YAY! Solved. Also, while a pro is here would you happen to know why my worlds in eclipse never save? log:
  12. Also, you can find the MCP mappings to the the new names for the func_something lines in forge/mcp/conf/methods.csv. You can open it with a text editor, or a spreadsheet editor to make it look pretty
  13. It has no inventory though, just a blank tile entity for rendering
  14. OK, that because you are using old forge. In new forge it uses MCP 8.05 and its called bind texture again. There you go. Your welcome
  15. Like I said I had no texture in inventory and in hand, until I did that.
  16. I'm a dev for a mod called Eletech and it works in there ( I wrote the Item Renderer for the chipset printer)
  17. you said you have no texture, so I gave you texture binding code
  18. in your class add this code public static final ResourceLocation TEXTURE = new ResourceLocation("mymod", "textures/entity/texture.png"); and add this to your item renderers render method after the GL11.glDisable line and after the GL11.glTranslate line FMLClientHandler.instance().getClient().renderEngine.bindTexture(TEXTURE); and just leave the TEXTURE as TEXTURE, its referencing the ResourceLocation. If that doesn't work toy with it.
  19. Was not used. Just for a test to see if I could call it from there.
  20. Thought I would just post my github https://github.com/alix-the-alicorn/Carbon-Mod
  21. nothing new. Just an invisible block (Block bounds still show, duh)

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