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Mecblader

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Everything posted by Mecblader

  1. I just reinstalled forge, the latest version, exactly as you said, but it is still not showing the classes. Any other suggestions onto why this is not working? If the classes still exist in 1.8, what are their package declaration, or where are they located. BTW I downloaded the minecraft forge src and installed that, that is correct right?
  2. It may be that I am using an older version of forge for 1.8, I am going to use the latest to see if that helps
  3. Were the names of the classes changed, because I reinstalled forge and it still does not work?
  4. I basically did that exactly, but for some reason these classes are not showing up for me, just to make sure I am to look for the src code in the libraries section and the tab named, fmlSrc-1.8-8.0.20.1023-1.8.jar right?
  5. I normally use Intellij IDEA, but I went back to eclipse for modding.
  6. I already tried that, and I tried it again now and it came up with no results, could I have installed forge incorrect, if so do you know of a tutorial for 1.8 because I just set it up the way I used to set it up in 1.7. I don't know I there is some new thing you have to do now.
  7. There used to be two events called BreakSpeed & BlockEvent.HarvestDropsEvent, and I used them in preveous versions of minecraft to modify the speed at which the player mines blocks according to several factors and return items corresponding to other factors. They don't seem to be in 1.8 and I have tried to find other events through the source code and all I am finding are a few events, not nearly as many as there were in previous versions. Could someone explain what events I could use as substitutes and or tell me where more events are located. These are the dirs that I have checked: -net.minecraftforge.fml.common.event -net.minecraftforge.fml.common.eventhandler -net.minecraftforge.fml.common.gameevent
  8. I tried (DimensionManager.getCurrentSaveRootDirectory(), but it is saying, "DimensionManager cannot be resolved". Also, the reason I want to save the data in my own data system is because the current implementation of saving data to the world data would be a bit complex to use for my mod, so it would be easier for me to use my own data saving system, I harvested it from another game I made, non minecraft related, and all I needed was a directory to save the file to. Sorry if my answer was a bit difficult to understand, its hard to explain and English is not my first language.
  9. Where can I get the directory of the save file for the current world the player is playing on. I want to save my own custom data file there.
  10. I am updating a mod that I was working on a while ago, and I haven't modded minecraft for a while now and I don't remember a lot of stuff. One of the issues I am facing is forge events here are some questions I have: 1) Where are the events located now 2) How do I subscribe to events now, do I just use (FMLCommonHandler.instance().bus().register()) because (MinecraftForge.EVENT_BUSE) apparently does not exist any more. 3) What was the event named that was called every time a player logs onto a world
  11. Does any one know of any open source mod that has a tile entity implemented with a forge multi part, so I can have a better understanding of how to efficiently do stuff.
  12. Hello, I had made a pipe block that worked fine and I just had one thing left to do, convert it to a Forge Multipart. I got the block code to convert just fine, but I have been having issues with the Tile Entity code. My problem is that I can't seem to find a way to access the multi part itself when in the world. What I mean by accessing the multi part, I mean that I have code in other Tile Entities and in non converted Tile Entities of the pipe block that check to see if one of the adjacent blocks around them are instances of the Pipe Tile Entity. I use this information for rendering a transferring data. The issue that I am facing is that I can check if the adjacent blocks are instances of TileMultipart, but I cannot seem to figure out how to check if there is a pipe part in the block space. All help is appreciated, Thank You.
  13. It is probably because you are not setting the tool level and other info, that lets you mine block that require a higher level pickaxe, such as obsidian, diamond, etc.
  14. Hello, I am making a pipe block and I wanted to render fluids through the pipes, but just thinking about it, there just doesn't seem like there is a relativity easy way, that does not require a whole ton of math, to do this. Is there some sort of api that helps out with this or should I just make my pipe opaque and call it a done deal and not even bother with it.
  15. I guess the method that calls the render method must call it for me, I had no idea that I forgot to call push Matrix and pop Matrix, thanks for catching that and by weird line artifact I mean it is similar to the artifact that you get when you have z-fighting.
  16. Sorry for the delay. I have already tried adding that, and that produces a weird line artifact, and yes the pipes do render correctly renderer correctly, I plan to condense it down a fair bit. I was only trying to learn how tessellators work because I have never worked with them before.
  17. Can any one please help, I need my block to do the opposite of what the vanilla semi transparent blocks do. Example, you cannot see other adjacent ice block when looking through on. I need to be able to see the pipe when I look through the semi transparent parts of the pipe.
  18. This is my render for my pipe block.
  19. Hello, I am making a pipe that has edges that are opaque and the middle of it is translucent. I have the middle are tinted blue, but still translucent. I am using tessellators by the way. My problem is that it is not rendering some pipes that are behind other pipe. Basically I experience the bug depending on which of the two blocks was placed first. Does any one have any suggestions. All help is appreciated, Thank You!
  20. Can someone help, I still have a bug. I have it working now almost perfectly, but I have a problem with the player being able to move the item while it is being used. I made the change that diesieben07 suggested and it mostly worked, but if the player hovers over a vacant slot in their inventory and presses the number keys, 1-9, then the slot can be removed from the hot bar and into the inventory, where the player is able to move it freely, which may cause issues with saving.
  21. I did that but I still have a problem with the player hitting the number keys to move the item from the slot on the hot bar to the inv.
  22. Hello, I have made an item that has its own custom inventory. I have everything working fine, but I would like to prevent the player from moving or removing the item from their inventory because of saving problems. All help is appreciated, Thank You!
  23. Hello, I was wondering how I would go about adding items with metadata to the creative tab list. All help is appreciated, Thank You!
  24. Hello, I am trying to load a obj model for a block I am making. I needed complex geometry for the block render, so I opened up maya and made a model. NOTE: I have never really messed around with rendering obj or any of this type of stuff, so forgive me if I make any stupid mistakes. I couldn't find a good tutorial for loading objs so I looked at the source code of an open source mod. I thought I figured out what to do, until I tried to load the obj file that I had exported from maya. (NOTE: I know the loading code works, because I tested the obj file of the open source mod) I got an error when I tried to run the game. (For some reason none of the buttons, such ass the spoilers, Hyper-link, etc. are not working for me) Error: http://pastebin.com/4CkzRbsr (I don't know if you need it but I'll post it anyway) Model Code: http://pastebin.com/7BfM723e
  25. Show code, and are you registering the event?
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