PeterRDevries
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Posts posted by PeterRDevries
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I've been trying and fiddling around with these Fing numbers
But I can't seem to figure it out, this is my Tilentity renderer code that rotates a disc but it's well not rotating correctly:
Thanks in advance, I've really been trying hard to figure this out myself I know it has to do with some calculate stuff but I just can't figure it out,
I've googled on everything and tried everything, i'm desperate.
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if you add a new items some other item ids can change thus giving this error [FML]: Found a missing id from the world when joining an old world
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Just paste the code that checks the boolean in your te update method.
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You just copied the mc source?
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Look at my link everything is explained there....
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Could I see all your code.
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public class YourEventHandler { private static int flyTime = 0; @ForgeSubscribe public void onLivingFallEvent(LivingFallEvent event) { // if (flyTime > 0) { event.distance = 0; } // does NOT work correctly if (flyTime > 0) { event.setCanceled(true); } // will not take fall damage while flying } /* * Use whichever Event works best for you; I used ArrowLooseEvent because * my scroll item charges up like a bow and activates upon release. * A list of Forge Events can be found here: http://www.minecraftforge.net/wiki/Event_Reference */ @ForgeSubscribe public void onArrowLooseEvent(ArrowLooseEvent event) { // Check that the entity is a player if (event.entity != null && event.entity instanceof EntityPlayer) { // Check that the item (named 'bow' in the event) being used is of the right class if (event.bow != null && event.bow.getItem() instanceof ItemScroll) { // Check if the item is the one that allows you to fly if (((ItemScroll)event.bow.getItem()).getEffectType() == ItemScroll.FLY) { // Set how long you are allowed to fly, or use a toggle instead flyTime = ((ItemScroll)event.bow.getItem()).getDuration(); } } } } } @ForgeSubscribe public void onLivingUpdateEvent(LivingUpdateEvent event) { if (event.entity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) event.entity; ItemStack itemInUse = player.getItemInUse(); if (itemInUse != null) { updateItems(player, itemInUse); } // Need to allowFlying every update or it's difficult to get off the ground if (flyTime > 0) { --flyTime; player.capabilities.allowFlying = true; } if (flyTime == 0 && !player.capabilities.isCreativeMode) { player.capabilities.allowFlying = false; player.capabilities.isFlying = false; // drops player out of sky when timer runs out <ouch!> } } } }
Seriously the first thing i found when i googled flying armor minecraft forge.
EDIT: src http://www.minecraftforum.net/topic/1828278-forge-flying-with-custom-armor/
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You need to set player.capabilities.allowFlying = false; when you unequip the armor
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hmm not really try checking the item renderer src.
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Your instance is broken. It's missing the @Instance annotation.
ah good find there.
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I tried that but it was buggy i should try and make my code better
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GameRegistry.registerTileEntity(TileEntityMasher.class, "Masher");
GameRegistry.registerTileEntity(TileEntityMasher.class, "containerMachineGlaces");
wasnt the tileentity register like this:
GameRegistry.registerTileEntity(TileEntityMasher.class, "modid.Masher");
GameRegistry.registerTileEntity(TileEntityMasher.class, "modid.containerMachineGlaces");
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java.lang.NoSuchFieldError: field_71946_M
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hello I'm trying to create a block that only lets water through but no luck i tried copying the air code but nope that didn't do it.
any suggestions?
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I tried this and it did not work I don't know why.
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you mean change the edges of this: ?
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RESERVED
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Added steam distillery tutorial.
Molecular Science.
Probably the first mod I'm making and also going to release.
What is Molecular Science\What am I trying to accomplish with this mod?
Well I'm trying to accomplish adding allot of real-life things Molecules, Atoms, how you refine ores and so on.
What I'm also trying to accomplish is a whole different way of multi-block structures not just a fixed 3x3 or 6x6.
Build the structure to your needs and see what works best with trail and error.
Images
Building a Steam distillery to get pine Oil(Lots of images):
Okay so first lets gather our items:
1. Netherrack, we need a constant heat source so fire will do great.
2. Flint and steel, does this need explaination?
3. Fast HeatConductant to conduct some heat.
4. Water, a steam distillery requires water ofcourse.
5. Insulator, insulator blocks the heat.
6. Pistons and some redstone stuff(to be replaced by items from the mod itself).
Lets first dig a hole 10 x 11 x 2 and place some netherack on the bottom and light it.
Okay lets start building the base of our boiler.
The faint red/dark stuff are the heat conductants they're red because fire heats them to a max of 200 degrees celcius
Then a row of pistons to push in the spruce/pine wood and a second row so we can refill the pine wood.
Okay so now for the water mechanism:
Oooh we're nearly done now!
finally some heat conductants to cool the steam and a tank to save our pineoil!
Look at this badass
the missing texture blocks are insulators
Badass working:
The product:
OMG but those are blocks?
YES THEY ARE GOT A PROBLEM?
I'm using blocks instead of water like stuff. I think wierd moving blocks are better and they're still doing their job well.
If you have a problem with blocks. Then simply don't play
Recipes
Whoops nothing here I guess
ModPacks
Anyone can use my mod in anymod pack private and public don't pm me about it you will be ignored or I will reply with no.
Just make sure you'll give credit to me.
LICENSE
http://dev.bukkit.org/licenses/2174-standard-minecraft-modding-license/
Greetings Stijnhero ps: check my github for mod progression: https://github.com/stijnhero/molecularscience
This mod was made possible by the kind folks of modder support
Especially Diesieben07 and Draco18s Thanks for all the help!
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It where some broken if fuctions, basic java people can see my github.
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Fixed it had some bugs in my code thanks for the help tho
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Yeah that was to check if anything happens with that method once he clicks the button...
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damn well sorry but I'm out of options haha :3
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nothing it's supposed to return a item when i put it in slot 0 but nope..
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public void actionPerformed(GuiButton button) {
what if you add it to all the cases in side this and add a System.out.println to check if it is called ?
[1.8]Rotating TileEntity
in Modder Support
Posted
Hi thanks for your reply,
Yes I knew rotation happens around the origin, but I've managed to shift it in a weird hacky way before using calculation to edit the translation... which was more work then it should be.
How should I go on to rotate the model then? Should I use something like the setRotationAngles function? or how should I tackle this?