Everything posted by ezeglace
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		Adding villager trades w/o MCEdit
		
		i give up
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		Adding villager trades w/o MCEdit
		
		ok i got the trade list thank you but how do i edit it to accept my gems alongside emeralds since there is nothing saying that it takes emeralds for what is being traded
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		Adding villager trades w/o MCEdit
		
		Or can i make it so that only my trades appear, completely overwriting the vanilla trades.
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		Adding villager trades w/o MCEdit
		
		ok so i have the trades working but i cant find the list of all the trades, which i need to properly give an equal chance that my mod trades appear along with the vanilla trades
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		Adding villager trades w/o MCEdit
		
		Thank you for this, I have found the method that I have been searching for void manipulateTradesForVillager(EntityVillager villager, MerchantRecipeList recipeList, Random random) Unfortunately, I have no idea how to use such method, but it seems that i can only add new stuff for emeralds to buy and sell
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		Adding villager trades w/o MCEdit
		
		I have added a few equivalent to emerald gems (ruby & sapphire) and would like to add them as replacements in trades or possibly allow any of the gems to be accepted in in any given trade. i have searched merchantrecipe, merchantrecipelist, an any othe rclas involving villager trades to no avail.
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		[solver] More beacon pyramid blocks
		
		Ah again thank you everything works now
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		[solver] More beacon pyramid blocks
		
		Ok so here is what i've got public boolean isBeaconBase; { return (blockID == PureBlock.blockID || blockID == RubyBlock.blockID || blockID == SapphireBlock.blockID); } but i am getting errors at the blockID's just before ==
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		[solver] More beacon pyramid blocks
		
		yes i figured that out after i posted my previous one apparently i was trying to return the wrong value, derp, thanks for your help.
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		[solver] More beacon pyramid blocks
		
		the method is void and cant return a value
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		[solver] More beacon pyramid blocks
		
		I know HOW to override a method the problem is WHAT i have to override
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		[solver] More beacon pyramid blocks
		
		maybe I typed something wrong but this @Override{ isBeaconBase; return true; } is giving me errors
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		[solver] More beacon pyramid blocks
		
		So i have added new ores similar to emeralds (rubies and sapphires) and of course storage blocks for them, now how to i make it so that those blocks can be used to power a beacon?
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		Unbreakable Armor
		
		Well how would i use such code?
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		Unbreakable Armor
		
		Well all the armor i made is repairable so it makes me wonder what code do i add to my tools? It must be in the armor class that I showed before, I guess i just put the same code in my tool classes.
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		Unbreakable Armor
		
		yeah you are right i guess i'll leave it as is. off-topic how do i make tools repairable with an anvil?
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		Unbreakable Armor
		
		Okay i think i got it i set the durability to Integer.MAX_VALUE and have it auto-heal (or reset health) somehow can anyone help with that?
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		Unbreakable Armor
		
		well if it helps at all this is the java file for the armor http://pastebin.com/KPmApPED
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		Unbreakable Armor
		
		well if i knew how to do that then problem solved, but it still bugs me that i cant make armor unbreakable and protective. i wonder how ee2 did it with the gem armor
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		Unbreakable Armor
		
		I tried that and unfortunately it does not work
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		Unbreakable Armor
		
		well if 0 means broken how is it that tools can be set to 0 and still work?
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		Unbreakable Armor
		
		yes well i can do that but that is not TRULY unbreakable now is it?
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		Unbreakable Armor
		
		So i have been making armor and one thing i noticed was that when you enter 0 for the durability in the enumarmormaterial, while unbreakable it does not protect you at all. This is the code that i have written. public static EnumArmorMaterial armorPure = EnumHelper.addArmorMaterial("Pure", 0, new int[]{10, 16, 14, 10}, 0); As you can see the durability is set to zero but it does not protect when worn. is there anyway to have the armor truly unbreakable while protect you as it should?
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		[Solved] One tool is overwritng another tool ingame
		
		Well i didn't know there was one in eclipse i tried looking knowing that that was the problem(yes i used two that's, but i used them properly) but i just couldn't find it thanks for this
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		[Solved] One tool is overwritng another tool ingame
		
		remove the config? but wont that cause problems when some one tries to use my mod with another that uses the same id codes?
 
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