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CJLetsGame

Forge Modder
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Everything posted by CJLetsGame

  1. Are you absolutely sure it isnt generating? Right now, it is making a maximum of 4 veins of 2 ore per chunk. Thats assuming it tries to generate in netherrak and not air, which is what usually makes up most of a chunk. That means its extremely rare.
  2. Im guessing like every other asset for mods, it goes in your mod's asset folder. Probably in a sub-folder called sounds.
  3. EventHandler wasnt implemented yet in 1.5.2 forge. DoorCloser, is there any reason you dont start modding with 1.6.4? You might get better answers if you update.
  4. use getTerrainBlock instead of getBlock
  5. Use breakpoints or write text to the console to make sure the code is running.
  6. Actually y is the height, not z. Plus you could do this, and no it wont be slow. int Range = 20; for (int x = -Range; x < Range; x++) { for (int y = -Range; y < Range; y++) { for (int z = -Range; z < Range; z++) { //Code Here } } }
  7. Did you register the World generator?
  8. There is probably a method for it, but if you have to, way not just use simple geometry? Distance between 3D points Sqrt(Dx*Dx+Dy*Dy+Dz*Dz)
  9. You should realize the nether is a giant open cave. So ore that spawns should have a significantly higher spawnrate than overworld ores since most of the blocks per chunk are usually air. EDIT: You might also want to increase your Y value.
  10. Umm why do you have 2 methods making tile entities? @Override public TileEntity createTileEntity(World world, int meta) { return new TileEntityBattery(); } @Override public TileEntity createTileEntity(World world, int meta) { return null; }
  11. Nevermind. Solved. Forgot to bind the TextureMap this.mc.getTextureManager().bindTexture(TextureMap.locationItemsTexture);
  12. This is in the drawScreen. The code runs, and the Icon isnt null, but the icon isnt displayed on the gui. All the buttons work fine. This is the only part that doesnt work. Icon itemIcon = craftMatrix[c].getIconIndex(); if (c == 0) { this.drawTexturedModelRectFromIcon(posX + 130, posY + 20, itemIcon, 16, 16); } if (c == 1) { this.drawTexturedModelRectFromIcon(posX + 150, posY + 20, itemIcon, 16, 16); }
  13. EnergyTileUnloadEvent is what I meant. I used it before in block break and it worked fine.
  14. EnergyNet has a remove tile entity method that you need to use when the block is broken.
  15. I believe leather armor isnt a texture overlay, its rendered with a color multiplier.
  16. serverSideRequired=true
  17. Like I said, use the Ore Dictionary along with the api for the actual code. The mod is there for testing purposes. Otherwise there would be no dictionary registrations.
  18. You dont have to decompile it... Just get the IC2 mod zip and place it in mods like you would in a normal minecraft installation.
  19. If you have ic2 in your mods folder you can use the following in postInit to print all ore registrations. for (String ore : OreDictionary.getOreNames()) { System.out.println(ore); } If not, it is pretty easy to figure out. All dusts are registered as "dust" and then the dust type. Copper Dust: dustCopper Refer to the following for more information on the dictionary. http://www.minecraftforge.net/wiki/How_to_use_the_ore_dictionary http://www.minecraftforge.net/wiki/Common_Oredict_names
  20. A lot of IC2 items and blocks are registered in the Ore Dictionary.
  21. If it is indeed a sync issue, you need to use packets. http://www.minecraftforge.net/wiki/Packet_Handling
  22. targetentity needs to be replaced to whatever you want it to look at. Like I said, this needs to be used with AI. If you have no idea what Im talking about, there are tutorials for entity AIs. Or, just copy-paste an existing mob and alter it as needed.
  23. You need to add AI to your mob otherwise the below code is useless. this.getLookHelper().setLookPositionWithEntity(targetentity, 30.0F, 30.0F);

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