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[Solved]1.7 Custom Throwable item Rendering
Wow. completely forgot to call my RegisterRender method from my preInit. I knew I was forgetting something simple.
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[Solved]1.7 Custom Throwable item Rendering
Can anyone help?
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[Solved]1.7 Custom Throwable item Rendering
It looks like it's my rendering class that is not getting called. Not sure why.
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[Solved]1.7 Custom Throwable item Rendering
That's a good point. I'll give that a go.
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[Solved]1.7 Custom Throwable item Rendering
I cannot for the life of me figure out what I am missing. When I throw my custom entity, it works in all aspects except that it appears as a white cube. The texture for the item works, so my texture is good to go, I just can't seem to get my Entity to take on the texture. ItemCreeperHeart EntityCreeperHeart RenderCreeperHeart ClientProxy CommonProxy Main Class For a great reference on making a custom Throwable Item, check out this guys post: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571527-forge-1-7-x-custom-item-with-throwable-entity
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[1.6.4]Custom Portal Woes
The reason I gave all the code is because, like I said in the post, I do not have an idea which method is causing an issue. I'm not getting any sort of error in Eclipse from it. If I were able to pinpoint it down to exactly where I was having the issue and was able to more concisely identify the problem then I'd probably be able to figure it out on my own. I only asked if anyone was able to give any insight into it, maybe from personal experience or guesswork. I wish I could be more specific, but I can't. All I know is that my portal is not functioning like a portal should after the player passes through it into another dimension. The player does not spawn inside another portal like when using the vanilla portal.
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[1.6.4]Custom Portal Woes
I'm having several issues here, and I can't seem to pinpoint the problem. When I use a custom portal to get to my custom dimension, I run into one of two problems. 1) The player spawns underground or somewhere else nearby. 2) The custom portal destroys itself or does not spawn a proper working portal in the next dimension after going through it. Third issue I am trying to fix is the portal that fills in the space between the frame is still breakable as individual blocks. Any help appreciated. Portal Block Teleporter
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[1.6.4]Custom Golem Arm Rendering Issues [Solved]
I have several custom Golems, the first of which works fine, but the other two have glitches when attacking. When I am attacked by one, it's arms will become stuck in a half raised position. Not only this, but ALL of the custom Golems move their arms in unison to each other like some sort of weird synchronized ballet. I cannot figure out why one of my Golem types work but not the other, even after comparing the code. Any help? Custom Golem that does not work: Custom Golem that works fine: Solved: Well my first problem was in declaring the EntityRuneGolem variable as EntityRuneGolem in the Model class, but that wasn't causing the problem. I fixed it by adding in the holdRose methods back into the Entity and Model classes. Not sure why this was causing problems before.
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[Resolved][1.7.2] Custom Log causing crash when rendered
My bad, blockFire actually doesn't have getSideIcon anymore, but blockLog still does. It has getSideIcon and getTopIcon.
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[Resolved][1.7.2] Custom Log causing crash when rendered
I seem to get the same problem from my custom Fire block, which also uses getSideIcon. It's just strange that getSideIcon is what works for the vanilla code but not for our code.
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[Resolved][1.7.2] Custom Log causing crash when rendered
I have the same problem when using getSideIcon in any class. I've tried using @Override and also tried changing it to getIcon instead, as suggested, but as you've said, it still doesn't work. I doesn't work even if you do a direct copy of the vanilla code. Have you found any solution yet?
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Changing Biome's Grass Color
I don't know if this will help you, but I know that minecraft passes biome based foliage color through a png file in order to get it's color. The file is just a square with varying green shades. Each biome grabs it's color from one section of this square, and so all foliage ends up with some sort of green tint. Maybe this is why you still get a green color? I was able to change birch foliage color in my own texturepack by making my own png file and making a blue copy of the green foliage file to get a nice blue tint instead. This only works with the HDPatcher to enable it, but maybe something in my description will give you a clue as to how to fix your problem? Maybe make a custom biome coloring file and call on your own custom foliage png file.
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I'm pretty sure all I did was run "gradlew setupDecompWorkspace --refreshDependencies eclipse" a couple times, starting from scratch each time until it worked. http://www.planetminecraft.com/files/sigs/insipidtree_1455592_sig.jpg[/img]
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Ore Dictionary - Important or no?
How useful/important is it to register your custom items and such with OreDictionary? Is this just a useful feature for those who want it or is this something that is important enough that some people may delete a mod if it does not have it? Basically I'm wondering if it is worth the trouble of coding it into my mod files.
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1.6.4 Custom Arrow Hits Shooter
Alright here is what I have. I wasn't able to get the code all worked out, but I believe I am close. EntityArrow: CustomBow that spawns arrow:
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