
American2050
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Everything posted by American2050
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Thanks a lot I will go slow and step by step with this, there is a lot to consider for redstone from what I have seen so far, so making sure each step is correct it crucial specially when I want some custom behavior
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It uses the IBlockColor interface. Do you mean a new Block when you say variation? . Yes I'm playing around with the redstone to create a different one with another color as for now I'm using the vanilla textures and most of the vanilla code, but I noticed that no color on the block once its placed on the world.
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I was looking at redstone wire, and I'm not sure how it gets the red color, as the png for it is just shades of grays/white Can anyone help me understand how it gets it's color and how could I make it use a different color for a variation I want to make. Thanks a lot.
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I need some guidance registering Colors Blocks
American2050 replied to American2050's topic in Modder Support
As for now I'm testing with GameRegistry.register(new ItemColored(block, true).setRegistryName(block.getRegistryName())); They each get a meta now. Yes each of them with have a model that will be parent to the vanilla colored clay blocks. I'm gonna start doing some of the jsons so I can tell what else I'm missing so far. What I notice is that even each having its own meta, they all default to "White" when placed, but I'm gonna figure that out later Thanks a lot for the help, will let you know how it goes. -
I need some guidance registering Colors Blocks
American2050 replied to American2050's topic in Modder Support
So I should create a class for my ItemBlocks and set there the meta for each color? -
So, I was trying to figure this out, but I'm not sure what steps I need to add to the register of my blocks, I know I'm missing something, but not sure what and where. I'm trying to register colored buttons, I do get the buttons to show on inventory (Not render yet I haven't got to that point) I know I'm missing something as all the buttons show with the same name and not an specific meta like the clay blocks do. This is how I'm registering them. And this is the Block Class: Can I have some help on the missing steps? I will for sure need some help with the jsons, but that's later, first I want to know what I'm missing here as I'm not sure why the don't show a meta for each when I look at them in inventory.
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Should we report things like this?
American2050 replied to American2050's topic in Support & Bug Reports
Sounds scary, but I guess I will have to give it a try at some point. I would love to help on stuff like this All the things we do using the bot anyway get reviewed by a person right? -
SpawnMobs line 164: Caused by: java.lang.NoSuchMethodError: net.minecraft.entity.monster.EntityGuardian.setElder()V at com.mramericanmike.irishluck.outputs.SpawnMobs.init(SpawnMobs.java:164) ~[spawnMobs.class:?] Thanks you. So I was using a method that exists only Client Side when I should have been using the EntityGuardian.setElder(true) ?
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So, whenever I try it on Single Player, everything is perfect and the Elder Guardian Spawn. Whenever I try on a server, the console shows: [13:12:39] [server thread/FATAL]: Error executing task java.util.concurrent.ExecutionException: java.lang.NoSuchMethodError: net.minecraft.entity.monster.EntityGuardian.setElder()V at java.util.concurrent.FutureTask.report(Unknown Source) ~[?:1.8.0_111] at java.util.concurrent.FutureTask.get(Unknown Source) ~[?:1.8.0_111] at net.minecraft.util.Util.runTask(Util.java:26) [util.class:?] at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:742) [MinecraftServer.class:?] at net.minecraft.server.dedicated.DedicatedServer.updateTimeLightAndEntities(DedicatedServer.java:408) [DedicatedServer.class:?] at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:687) [MinecraftServer.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:536) [MinecraftServer.class:?] at java.lang.Thread.run(Unknown Source) [?:1.8.0_111] Caused by: java.lang.NoSuchMethodError: net.minecraft.entity.monster.EntityGuardian.setElder()V at com.mramericanmike.irishluck.outputs.SpawnMobs.init(SpawnMobs.java:164) ~[spawnMobs.class:?] at com.mramericanmike.irishluck.blocks.BlockIrishLuck.removedByPlayer(BlockIrishLuck.java:172) ~[blockIrishLuck.class:?] Don't know what can be causing this.
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[1.10.2] Can I have some help with NBT
American2050 replied to American2050's topic in Modder Support
Thanks, gonna take a look into this From what I was reading I will probably need to create my own also. Hopefully I can get it going, otherway I will ask. Thanks once again -
[1.10.2] Can I have some help with NBT
American2050 replied to American2050's topic in Modder Support
Isn't the information about having a saddle stored on a Pig saved on an NBT in the entity? Please read the original post again, I guess you missed what the point was, I just mention the Saddle as an example of what's already on the NBT and how do I add my custom information into it. The important part here is that Im adding more info into the NBT -
I have made an update for 1.11 and 1.11.2 in there I'm using: entityX1 = new EntityElderGuardian(world);Stuff.setEntityPos(entityX1, pos.getX(), pos.getY(), pos.getZ());world.spawnEntityInWorld(entityX1); So yes there the Elder Guardian is on his own class. I got that report from someone playing on a server, so I assume they were using the right version of the mod. I will try to reproduce it and see what was going on.
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[1.10.2] Can I have some help with NBT
American2050 replied to American2050's topic in Modder Support
I'm calling it on an event: @SubscribeEvent public void onEntityTick(LivingEvent event) After checking all this is meet: Entity theEntity = event.getEntity(); World theWorld = theEntity.worldObj; BlockPos thePosition = new BlockPos(theEntity.posX, theEntity.posY, theEntity.posZ); if(!theWorld.isRemote){ if(theEntity!=null && theEntity instanceof EntityPig){ if(theEntity.hasCustomName()){ if(Utilities.isValidPigName(theEntity.getCustomNameTag())) { So basically any Pig in game named certain names will call this code (As for now it's setting the value over and over, I know, but once I know I'm doing it right, I will check all this in my TODO list: -
For some reason NBT is one of the things I always seam to have problems with, I probably always confuse with what the methods do and mess them and never get clear how to use them. In this case, I'm messing with the Pigs, I know they have some information on them, like for example, if they are equipped with a Saddle or not. As for now I'm just reading it and printing on console, just to make sure I get it right. //I comment the code to see if I clear myself what each line of code it doing //Create and NBTTag to hold the information stored (Why isn't this loaded already with the Pig info that already exists? or is it?) NBTTagCompound pigData = theEntity.getEntityData(); //Write into the NBT that we created the info on the pig (Is this really necesary?) ((EntityPig)theEntity).writeEntityToNBT(pigData); //Set a new tag "pigInfo" (This is a String) with my data, in this case a TIMER that is an int. pigData.setInteger(pigInfo, TIMER); //Store the modified NBT that now contains my data back into the entity ((EntityPig)theEntity).readEntityFromNBT(pigData); //Now from this and below, just to print the values out and see they working //Again create an NBT (Maybe this step here isn't needed at all right? we have already pigData created above pigData = theEntity.getEntityData(); //Read the pig info into the NBT ((EntityPig)theEntity).writeEntityToNBT(pigData); //Print out the Vanilla data and the one added by me System.out.println(pigData.getInteger(pigInfo)); System.out.println(pigData.getBoolean("Saddle")); Am I doing it correctly, am I doing extra steps that are not needed? Thanks a lot. Hopefully some day I wont have any problems with NBT anymore.
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So today I receive a report of a crash caused by one of my mods. The report shows: java.lang.NoSuchMethodError: net.minecraft.entity.monster.EntityGuardian.func_175465_cm()V at com.mramericanmike.irishluck.outputs.SpawnMobs.init(SpawnMobs.java:164) at com.mramericanmike.irishluck.blocks.BlockIrishLuck.removedByPlayer(BlockIrishLuck.java:172) at net.minecraft.server.management.PlayerInteractionManager.removeBlock(PlayerInteractionManager.java:275) at net.minecraft.server.management.PlayerInteractionManager.func_180237_b(PlayerInteractionManager.java:333) Hoever on my code the method called is: entityX1 = new EntityGuardian(world); ((EntityGuardian) entityX1).setElder(); Stuff.setEntityPos(entityX1, pos.getX(), pos.getY(), pos.getZ()); world.spawnEntityInWorld(entityX1); What could be happening here?
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Why on some events, if not all of them, the getPhase is returning an EventPriority and not a Start or End as it used to be? Also, kinda on the same topic, but not really but as I'm experiencing with some Anvil event, what would be the best to use to prevent some items going into an anvil, or maybe allow them, but cancel the output. AnvilRepairEvent or AnvilUpdateEvent I'm about to mess with both, but would be nice to have some backup.
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So I noticed that the splash.properties file inside the configs, has a route for the logo that points to: logoTexture=textures/gui/title/mojang.png So I changed that in my texture pack, however when the pack launchs, the image is still the same. Is it something different that I should be doing?
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So working on 1.11 I noticed that the addInformation method on the Block Class is called func_190948_a and not addInformation as it was in 1.10.2 Are this things that we should report when we find, or the team already know about stuff like that, and its just matter of time until they get the correct name?
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Ohhh thanks you, I missed that one
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I'm having a problem with some custom chickens, for some reason, even when I override the onLivingUpdate method that is where Chickens lay the eggs and place my method to spawn XP Orbs, they still laying eggs. Any idea what can be causing this to happen? Thanks a lot. @Override public void onLivingUpdate() { super.onLivingUpdate(); this.oFlap = this.wingRotation; this.oFlapSpeed = this.destPos; this.destPos = (float)((double)this.destPos + (double)(this.onGround ? -1 : 4) * 0.3D); this.destPos = MathHelper.clamp_float(this.destPos, 0.0F, 1.0F); if (!this.onGround && this.wingRotDelta < 1.0F) { this.wingRotDelta = 1.0F; } this.wingRotDelta = (float)((double)this.wingRotDelta * 0.9D); if (!this.onGround && this.motionY < 0.0D) { this.motionY *= 0.6D; } this.wingRotation += this.wingRotDelta * 2.0F; if (!this.worldObj.isRemote && !this.isChild() && --this.timeUntilNextEgg <= 0) { //SPAWN XP HERE EntityXPOrb xporb = new EntityXPOrb(this.worldObj, this.getPosition().getX()+0.5, this.getPosition().getY()+0.5, this.getPosition().getZ()+0.5, 1); this.worldObj.spawnEntityInWorld(xporb); this.timeUntilNextEgg = this.rand.nextInt(10) + 10; } }
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So, this is something I had in my head since I started making ModPacks. For some reason, just now I realize that this is something that Forge could implement easily (I believe) What I'm talking about is a way for Forge to know once a mod is removed from an instance of a ModPack, on the next launch, when Forge notice this changes, it can delete the config files from that mod. In my head it would be something like... I, mod maker, have to inform Forge what files I'm going to create, been in the config folder, or somewhere else. Forge can take that and save that information somewhere. On the next launch of the instance, if Forge see that my mod is not there anymore Forge takes action and delete those files. This obviously been a configurable behavior, as ModPack makers usually have to disable and then re-enable mods when testing so in some cases we would need this behavior to be turned off. Well, hope this is something that can be considered for the future
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Is this warning been generated by Forge?
American2050 replied to American2050's topic in Support & Bug Reports
Thanks you... Well, "Technically" there is nothing to fix and this is 1.10.2 and not 1.11. This is just warning about something that is going to be a problem on the future, but as for now it doesn't look like using caps on mods ids break anything. -
[14:36:22] [Client thread/WARN]: * The modid VeinMinerModSupport is not the same as it's lowercase version. Lowercasing will be enforced in 1.11 [14:36:22] [Client thread/WARN]: * at net.minecraftforge.fml.common.FMLModContainer.sanityCheckModId(FMLModContainer.java:141) [14:36:22] [Client thread/WARN]: * at net.minecraftforge.fml.common.FMLModContainer.<init>(FMLModContainer.java:126) [14:36:22] [Client thread/WARN]: * at sun.reflect.GeneratedConstructorAccessor16.newInstance(Unknown Source) [14:36:22] [Client thread/WARN]: * at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source) [14:36:22] [Client thread/WARN]: * at java.lang.reflect.Constructor.newInstance(Unknown Source) [14:36:22] [Client thread/WARN]: * at net.minecraftforge.fml.common.ModContainerFactory.build(ModContainerFactory.java:86)... Are that kind of warning been generated by Forge? And if they are, is there a way to turn them off in 1.10.2? Thanks.
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Can I have help with this crash
American2050 replied to American2050's topic in Support & Bug Reports
Ohh ok, Thank you