Everything posted by vroominator
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Tooltip Troubles
I've got a couple of GUIs in Sorcery that display Liquid Tanks. I've made a tooltip appear whenever the user hovers their mouse over the tank display, like Forestry and Thermal expansion do, but I've got a little problem. Buttons and Itemstacks always render infront of these tooltips. Always. I've messed with Z-Levels and such for a while now but I just cannot fix it. This is the code that renders the tooltip. I "borrowed" most of it from GuiContainer. How should I fix this? I've got multiple GUIs that contain these tanks and I'd really like to be able to display the amount of liquid stored.
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[1.5.1] Sorcery Beta 1.0
You won't need any other mods to use sorcery, just Forge, although I do very much recommend using NEI. I've got an NEI plugin done so you'll be able to view Forge, Mixer, Infuser, and Tinkering recipes using NEI, which is very helpful. And as for a release date, I haven't really given it much thought. School holidays begin on the 29th of March, and I still need to update to 1.5, that might take me a while, as I've got to change a lot of stuff, mostly regarding textures, and I'll need to sweep through and squash any new bugs, so let's say anywhere from April 5th to April 15th (No guarantees ). Sound good? I want to make sure everything is working perfectly. One more thing, you said you're planning on keeping your series based around one mod. Unless you're going to spend a loooot of time casting spells and stuff, I doubt you'll be able to keep an interesting series going about just this mod. While I have added a lot of neat content, not much of it is the sort of stuff that aids your progress with vanilla stuff, like how IC2 has a macerator to double your ores, and there aren't really any cool automated machines or anything you can build just yet. Most of the content currently available is more endgame stuff and I haven't had a chance to receive feedback and properly balance everything yet. This is also going to be a beta release. I have an absolute ton of content planned for the future, which will improve not only your experience with Sorcery, but with vanilla things, and things from other mods as well. For example, I have a really neat enchantment storage and transferral system planned, as well as a new type of Buildcraft engine that runs on Magic Essence. If you want to make the most of some of the content I have planned for the future, I recommend playing with at least some other mods.
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A (payed) job offer
If I remember correctly, GregTech has some sort of creative-only power generator block. That might be what you need.
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[1.5.1] Sorcery Beta 1.0
Glad to hear you're excited! I'm actually quite close to what I consider is good enough for a release, but I'd just like to make sure that I've squashed as many bugs as possible and got enough content to keep people interested. I'm currently neck-deep in schoolwork, but holidays start in 3 weeks and I do really want to get a release out there to get people's opinions and suggestions. Also, new video [embed=425,349]http://www.youtube.com/watch?v=tnAJN7qw3cs[/embed]
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Help With Villagers
Well it's pretty easy. Take a look at how the vanilla Village Components work, and if you can't figure it out from there, I'll try and help you.
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Help With Villagers
Well to get your villager to spawn, first of all, you'll need some sort of village component to spawn them in. Once you've got that all done, add this line somewhere in the addComponentParts method: this.spawnVillagers(world, box, 3, 16, 3, 1); world is the method's World param, box is the method's StructureBoundingBox param. The next three integers are the position to spawn the villager, and the last integer is the amount. Add this method somewhere else in your Component class. protected int getVillagerType(int par1) { return 0; } replace 0 with whatever you set your villager's ID to. Now when a village generates with that component in it, one of your villagers will spawn too
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[SOLVED!] Spawning items from using an item on a block
if(!world.isRemote) { stuff }
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mod loader mod wont work
Show us the crash logs.
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Is there any easier way to make GUI?
Studying the vanilla guis to get an understanding of how they work will make gui making easier for you.
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Grass Droping Seeds?
No, you didn't, but you did ask a question that showed that you have very little experience with java.
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[Solved]How many ticks is a Minecraft day?
If I recall correctly, a whole day is 20 minutes. 10 Minutes day 2 Minutes dusk 8 Minutes night 2 Minutes dawn
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How to replace a method/ add a method in a minecraft base class?
Why not submit a pull request to forge for this? Other modders could use these things too.
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NBT noobieness
The book and quill is a good place to start with NBT data. Go look at the code for it.
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Im sorry if this is a FAQ, please help
MCPatcher = Bad. Don't use it. Use something like Magic Launcher or MultiMC Instead, and you only need to download universal. source and Javadoc are for modders.
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how do i make my forge mod multiplayer supported?
Well, give us your crash logs, and we'll try and work out what you did wrong.
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Get item by type
Use this instead. new ItemStack(Block.sapling, 1, -1)
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[1.5.1] Sorcery Beta 1.0
I've been very busy. Added 46 spells in the past few days. Check this out. [embed=425,349]<iframe width="560" height="315" src="http://www.youtube.com/embed/oBU_kw6miyQ" frameborder="0" allowfullscreen></iframe>[/embed]
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Adding HUD elements?
You should go look at the EE3 Github. The Minium Stone displays an overlay onscreen, you might be able to learn from that. The class that handles that is here.
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[1.5.1] Sorcery Beta 1.0
Alright, time for another quick update.
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Should the forge lexicon let you change dyes into liquid dyes from Xycraft?
I really don't think is the proper place to ask this question. KingLemming maintains that mod, and you should probably ask him.
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[Need Modding Help] need help with displaying custom "ingame" gui tex [solved]
You don't even need a custom GUI class. Just draw your stuff in your Tick Handler using Tesselator, FontRenderer, and RenderEngine.
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HUD Hook
If you don't want it to draw when there's another gui open, run a check for FMLClientHandler.instance().getClient().inGameHasFocus If it returns false, don't render.
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Snapshots and Forge
MCP doesn't get updated to the snapshots, and therefore, Forge does not update to the snapshots either.
- done loading error
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[Request] Way to access Tile Entities/Containers/Guis if you're too far away.
I got it working. Not seeing any server issues or anything of the sort. Only a few extra lines of code. And yes, the containers are managed by the server, and they contain the usage check.
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