Everything posted by CJLetsGame
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[SOLVED] [1.5.2.] Custom Mobs /w Custom Sounds.
Making a clone topic wont make you get an answer faster.
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[1.5.2] Forge
sounds go in your assets YourMod/sounds The reference to them is "yourmod:MyMob.YourSound" Then you need to register a Sound Event handler. There is a tutorial on this site for entity sounds. http://www.minecraftforge.net/wiki/Mob_Tut_(1.6.2)
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1.6.4 Custom Furnace Gui not showing with no console error
The line in block activated where you check if the tile entity is null. Or in your case, the very inconveniently named var10.
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1.6.4 Custom Furnace Gui not showing with no console error
Run in debug and double click in the left margin of that line of code. All the way to the left were that blue line is. You should see a circle appear. Double clicking again will remove it. Then, when that line executes, it pauses the execution, and you can mouse over the variables to see their values.
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1.6.4 Custom Furnace Gui not showing with no console error
Did you try debugging and breakpoints to check if the tile is null or not?
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1.6.4 Custom Furnace Gui not showing with no console error
Does your block code override this: public TileEntity createNewTileEntity(World par1World) { return new TileEntityHere(); }
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1.6.4 Custom Furnace Gui not showing with no console error
Try using an instance of your mod file instead of using 'this'. Example: @Instance public static YourMod instance = new YourMod(); NetworkRegistry.instance().registerGuiHandler(instance, new GuiHandler());
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[SOLVED] NBT read and write question
Try using breakpoints when running in debug. If it was really running those read/write codes those messages would have shown.
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[SOLVED] NBT read and write question
No code, no help.
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[SOLVED][Other quest.]render an item on a block
Again... itemRenderer can render items in 3d.
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setInventorySlotContents()
Sounds like a sync issue between server and client.
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[SOLVED]Textures Not Working in Inventory, but do in World
I got it working. Lets see if I can remember all the changes... BlockRedstoneFurnace: public Icon getIcon(int par1, int par2) { return par1 == 1 ? this.blockIcon : (par1 == 0 ? this.blockIcon : (par1 != par2 ? this.blockIcon : this.furnaceIconFront)); } To: public Icon getIcon(int par1, int par2) { if (par1 == 4 && par2 == 0) return furnaceIconFront; if (par1 == 1) return blockIcon; if (par2 == -1 || par1 == par2) return furnaceIconFront; return blockIcon; } Added: @SideOnly(Side.CLIENT) public Icon getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) { int meta = par1IBlockAccess.getBlockMetadata(par2, par3, par4); return par5 == 1 ? this.blockIcon : (par5 == 0 ? this.blockIcon : (par5 != meta ? this.blockIcon : this.furnaceIconFront)); } I believe those are all the relevant changes I made. I changed the way you registered your block but I dont think it had anything to do with this.
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[SOLVED]Textures Not Working in Inventory, but do in World
I dont even know how you managed to get it to work at all. You are trying to tell me no matter which direction you place it, the front icon shows as the actual front of the furnace AND any other furnace you place can display its own unique front face?
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[SOLVED]Textures Not Working in Inventory, but do in World
Minecraft has no sense of direction. The side number is cardinal directions Up, Down, North...etc. The furnace, Im pretty sure, uses meta to determine the front.
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[SOLVED]Textures Not Working in Inventory, but do in World
side 0 and 1 are top and bottom so the sides are > 1 return par1 > 1... I also use this along with the getIcon @SideOnly(Side.CLIENT) public Icon getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) { int meta = par1IBlockAccess.getBlockMetadata(par2, par3, par4); if (par5 == 1 || par5 == 0) { //Return Top/Bottom } else { //Return Sides } }
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How do I detect if my custom block is removed? [SOLVED]
public void breakBlock(World par1World, int par2, int par3, int par4, int par5, int par6) { }
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How to check for a blocks metadata
for (ItemStack stack : OreDictionary.getOres("oreCopper")) { if (event.block.blockID == stack.itemID) { event.drops.clear(); event.dropChance = 1.0F; event.drops.add(new ItemStack(Items.copperfragments, random.nextInt(2) + 1)); break; } } Works with any ore registered within the ore dictionary as Copper Ore.
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Using blender models in minecraft?
Google: Minecraft 3D Object Loader API Seems promising. Without an api, you would need to find something to convert the model file to .java.
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World generator bugging
To fix the desert problem we need to see the other files still. It might be something simple like using sand as the valid block to spawn the trees on.
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Vanilla Icon for modded Block, warning [SOLVED]
If it such a big deal that a small 16x16 icon is on there twice then use the getIconFromDamage method instead and return the other items itemIcon. Completely untested but should work.
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Even more Problems with 1.6.4 SRC version
The start class is labeled as Main Class, its the second text box. The arguments are under the tab labeled Arguments.
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Vanilla Icon for modded Block, warning [SOLVED]
Have you tried just using @Override public void registerIcons(IconRegister par1IconRegister) { this.itemIcon = VanillaItemHere.itemIcon; }
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Vanilla Icon for modded Block, warning [SOLVED]
What warning? Also, what are you talking about with the texture sheet? Im assuming you are using 1.6.4 and in that version there are no texture sheets. They are all individual files. Registering an icon to multiple blocks/items doesnt duplicate the actual image.
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Out of Memory Error [Solved]
ok, that file wasnt in the link you gave. As far as I can tell there isnt anything that would cause a memory error in the files that you did provide. Maybe I overlooked something, but I dont think the problem is in those files.
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Even more Problems with 1.6.4 SRC version
This is so hard to debug from only seeing a error log so Im running through all the possibilities. Sorry if it seems like a lot of nonsense and trouble. Under the dropdown tab for Run goto Run Configurations and check the Start class, and the arguments. Here is what it should look like: Main Class: net.minecraft.launchwrapper.Launch Program Arguments: --version 1.6 --tweakClass cpw.mods.fml.common.launcher.FMLTweaker
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