
PeterRDevries
Forge Modder-
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Everything posted by PeterRDevries
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[1.7.2] Editing item names while ingame
PeterRDevries replied to PeterRDevries's topic in Modder Support
PS: i'm trying to do something like forge microblocks theyre creating another block with the same block name as all the other blocks it had loaded. -
[1.7.2] Editing item names while ingame
PeterRDevries replied to PeterRDevries's topic in Modder Support
What about editing the items subtext? and not the item name -
[1.7.2] Editing item names while ingame
PeterRDevries replied to PeterRDevries's topic in Modder Support
That doesnt seem to work because getItemStackDisplayName needs an ItemStack as parameter -
[1.7.2] Editing item names while ingame
PeterRDevries replied to PeterRDevries's topic in Modder Support
I tried overriding it in the main itemclass: @Override public String getItemStackDisplayName(ItemStack par1ItemStack) { return super.getItemStackDisplayName(new ItemStack(Items.arrow)); } To test but nothing happened and I also noticed it only works with itemstacks. How can I add an item for every existing block with a name like blockname + sample or anything like it? Thanks for your help. -
[1.7.2] Editing item names while ingame
PeterRDevries replied to PeterRDevries's topic in Modder Support
Damn thanks I was looking for that. Edit: i still can't get it to work somehow -
Hello. I'm trying to edit my item names in game using the localized system the en_US.lang file. So i've tried this: Set<String> example = GameData.blockRegistry.getKeys(); for (String s : example) { PrintWriter out; try { out = new PrintWriter( new BufferedWriter( new OutputStreamWriter( new FileOutputStream("assets/MolecularScience/lang/en_US.lang"),"UTF-8"))); out.println("simpleString"); out.close(); } catch (UnsupportedEncodingException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } Sample = new ItemSampler().setUnlocalizedName(s + "sample").setCreativeTab(MolecularScience.Molecules); GameRegistry.registerItem(Sample, s + " Sample"); } } Sadly I get an error returning path not found. Does anyone know the path or a better way to do this? PS: without the use of the en_US.lang file i would need to do something like this LanguageRegistry.addName(Sample, s + " Sample"); but since addname is probably going to be removed in 1.8 I can't seem to find anyother way to do this Thanks.
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I think he means the short render distance the black void stuff.
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There is no such item with ID, Applied Energistics
PeterRDevries replied to Hardann's topic in Support & Bug Reports
Does you server have the appeng mod installed? -
Bug with adding new mods to a world
PeterRDevries replied to Sunconure11's topic in Support & Bug Reports
I think not all mods are using forge gradle then check your config files. -
There is no such item with ID, Applied Energistics
PeterRDevries replied to Hardann's topic in Support & Bug Reports
Yeah here's the problem technic doens't allow users to just simply add mods by putting them in the mod folder. Atleast this is what I think they had a config for other mods somewhere in the bin folder. -
Bug with adding new mods to a world
PeterRDevries replied to Sunconure11's topic in Support & Bug Reports
Your item id's are conflicting. example: Let's say you have an item using the id 1500. Then you add another mod using that id overriding the id 1500. your item will change to the other mods item id removing the other item. You should edit the mod configs and check the console for any item id conflicts -
Could you say what few other mods you have running since my modpack using mfr ic2 and tinkerers is working just fine
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Tried that Still no difference.
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Hello Somehow I can't add any new items or blocks this is my main file: package molecularscience; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraftforge.common.config.Configuration; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Instance; import cpw.mods.fml.common.SidedProxy; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.registry.GameRegistry; @Mod(modid = MolecularScience.MODID, version = MolecularScience.VERSION) public class MolecularScience { public static Item tutorialItem; public static final String MODID = "MolecularScience"; public static final String VERSION = "1.0.0"; @Instance(value = "MolecularScience") public static MolecularScience instance; @SidedProxy(clientSide="molecularscience.ClientProxy", serverSide="molecularscience.CommonProxy") public static CommonProxy proxy; public void preInit(FMLPreInitializationEvent event){ Configuration config = new Configuration(event.getSuggestedConfigurationFile()); config.load(); config.save(); System.out.println("hoi"); } public void load(FMLInitializationEvent event) { proxy.registerRenderers(); tutorialItem = new ItemTutorial().setUnlocalizedName("tutorialitem"); GameRegistry.registerItem(tutorialItem,"tutorial"); } public void postInit(FMLPostInitializationEvent event) { System.out.println("hoi"); } } And this is my item file: package molecularscience; import java.util.List; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.IIcon; import net.minecraft.util.MathHelper; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class ItemTutorial extends Item { public ItemTutorial() { super(); this.setCreativeTab(CreativeTabs.tabMisc); } } I don't know what I'm doing wrong here please help. Thanks
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[1.5.2.] Teleporting trouble! Custom Dimension.
PeterRDevries replied to DoorCloser's topic in Modder Support
I think you need to take a look in your teleporter file maybe you have an error or typo there -
How to make something that breaks a block slowly on right click?
PeterRDevries replied to andreidim's topic in Modder Support
You could try to create some sort of cooldown before the block is harvested. -
This modeler is Craftstudio www.craftstud.io It's a pretty good modeler unless you want to actually use them in minecraft wich costs 20 eur to export to java.
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[1.5.2.] Teleporting trouble! Custom Dimension.
PeterRDevries replied to DoorCloser's topic in Modder Support
No.... You need to code something that prevents the player from teleporting for 10seconds after he/she used your portal. i think this is the code you're looking for: entity.timeUntilPortal = entity.getPortalCooldown(); -
You could take a look at the tileentity furnace and edit out the burning stuff OR you could just copy all minecraft furnace file remove the fuel slot and set public boolean isBurning() { return this.furnaceBurnTime > 0; } to always return true so technically your new block is always burning therefor never needing a new fuel.
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[solved]how to call LivingDeathEvent
PeterRDevries replied to PeterRDevries's topic in Modder Support
Thanks alot I got it working now. The event I wanted to use working: @ForgeSubscribe public void onPlayerDeath(LivingDeathEvent event){ if(event.entity instanceof EntityPlayerMP){//uses entityplayermp because entityplayer is not called on player death as of minecraft 1.5.2 i think System.out.println("hoi"); } } -
[solved]how to call LivingDeathEvent
PeterRDevries replied to PeterRDevries's topic in Modder Support
I did register the class MinecraftForge.EVENT_BUS.register(new PlayerHandler()); but i can't forgesubscribe livingdeathevent -
Hello, I've been wondering how to call the LivingDeathEvent. @ForgeSubscribe public void LivingDeathEvent(EntityLivingBase entity){ if(entity instanceof EntityPlayer){ System.out.println("test"); } } i tried doing this but entitylivingbase isn't a event class with what should i replace this ? I'm trying to call a line of code on player death Thanks for any help and have a great 2014
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[solved posted answer in thread]Texture overlay?
PeterRDevries replied to PeterRDevries's topic in Modder Support
couldnt have solved without draco thank him -
[solved posted answer in thread]Texture overlay?
PeterRDevries replied to PeterRDevries's topic in Modder Support
@SideOnly(Side.CLIENT) @Override public void registerIcons(IconRegister par1IconRegister) { itemIcon = par1IconRegister.registerIcon(Icons.getIcon("dagger")); overlayIcon = par1IconRegister.registerIcon(Icons.getIcon("dagger_overlay")); } @Override public boolean requiresMultipleRenderPasses() { return true; } public Icon getIcon(ItemStack stack, int renderPass){ if(renderPass == 0){ return itemIcon; }else{ return overlayIcon; } } private int colorA = 421010; @SideOnly(Side.CLIENT) public int getColorFromItemStack(ItemStack par1ItemStack, int renderPass) { if (renderPass == 0){ return colorA; } return 16777215; } -
[solved posted answer in thread]Texture overlay?
PeterRDevries replied to PeterRDevries's topic in Modder Support
Thanks for the reply draco. well I'm just trying to use an overlay in my default item that just extends Item. public void registerIcons(IconRegister par1IconRegister) { //some code with the normal texture //the overlay itemIcon = par1IconRegister.registerIcon(Icons.getIcon("dagger_overlay")); }