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grand_mind1

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Everything posted by grand_mind1

  1. Ah, interesting point. Yes, I am going completely off the GUI. Would you say that the problem is related to the GUI and not the actual tile entity? This is the GUI class:
  2. On reload of the world, the data is reset. For example, if I deposit a bucket of water into the machine, leave the world, and then reenter the world, the machine will no longer have the water in the tank.
  3. Hey, I'm trying to get my tile entity to save its data so it doesn't reset when the world is reloaded. I'm having a lot of trouble understand NBT, so it isn't going too well. I thought this read and write code would work, however it doesn't seem to do anything at all. If someone could explain this to me, it would be greatly appreciated. My tile entity class: I'm pretty sure you only need the read and write from NBT methods, but I've included the whole class just in case. If you need anything else, please tell me. Thanks!
  4. Yeah, sorry, that was left over from me screwing around. Thanks for pointing it out.
  5. Wow, I'm way too tired to be doing this right now. Haha, thanks!
  6. Hey, I've been trying to get this to work for a bit now, but I can't seem to get it. For my Gui class to draw the fluid in each tank, it must be passed each of the tanks. To do this, I need to somehow get the instance of the tile entity in the Gui class. Do you have any suggestions? Gui Class: Tile Entity Class:
  7. First off, sorry if that title doesn't make any sense whatsoever I couldn't think of anything. Anyways, hopefully I can explain my problem a bit better. Thanks to the help of these forums, my tile entity has two internal tanks. My problem is these tanks are universal for every tile entity of the same type created in the world. So if I deposit two buckets of water in one, two buckets of water will be deposited into every tile entity. I'm fairly certain that the problem is only with the tanks and not the whole tile entity, however I haven't thought of a way to make sure. My Block class: My tile entity class: If I've forgotten to include any relevant code, please tell me. Thanks!
  8. Oh, sorry, I definitely should've tried a bit harder before posting. I bet that kind of thing annoys the mods on here a bit. Thank you so much for your help, I finally have it working.
  9. Wow, I knew it would be a silly mistake like that. Thank you so much. Edit: If I were to want to manually add fluids to the tank, would I directly access the tank in the TileEntity class?
  10. Thank you for your reply. I have tried to follow your instructions, however I think I have done something incorrectly. At the moment, I don't think my tile entity is accepting water. This is my Block class: My tileentity class: And my Gui class: If I am missing any relevant code, please tell me. I know for sure that I have made a mistake or do not understand something. If you could please point out what I may have done wrong, please tell me. Thanks!
  11. Ah, derp. Completely missed that. I have one more question if you don't mind. Do you know if mods that add fluid pipes such as Ender IO automatically accommodate for tile entities that implement the FluidHandler, or would I have to somehow build interaction for that myself? Edit: Also, how would I go about changing the GUI texture to represent the amount of fluid in a tank?
  12. Thank you for your reply. I've taken a look at the TileFluidHandler example and edited my TileEntity accordingly. From reading the documentation in IFluidHandler, I think I know what each of them do. My next question is how would I now utilize these new methods. For example, I want the left tank in the GUI to be able to hold water. How would I go about allowing water in the tank?
  13. Hi, I'm trying to create a tile entity machine which can store fluids and items. I think the best way to explain what I am trying to do is to show a picture of the GUI I want to try to use. http://puu.sh/d3f3U/ea21cb1e3f.png At the moment, I am just focussing on getting the ability to store liquids and make the correct amount show up in the GUI. I'm wondering what classes to implement or extend in my block class. Thanks!
  14. Hi, title says it all, I'm trying to prevent players from sleeping. After doing a bit of research, I think I should be using the PlayerSleepInBedEvent which is fired when a player interacts with a bed. Since this event is not cancellable, I'm wondering if there is any other way to disallow the player from sleeping in the bed that they have interacted with. Thanks!
  15. I've been programming for about 3 years now, albeit rather sporadically across that time frame. I'm quite a slow learner and I take time build a great understanding like you have. I guess for someone like me, this: is a bit hard to read at a quick glance.
  16. Thank you very much, I will take a look at this. As you probably get tired of hearing, I am new to modding. You are very obviously not new to any of this. What may be completely obvious and self-explanatory to you, is a very new and complicated world for me.
  17. Right... I had gotten that far, however I somehow doubt that public class PotionTest extends Potion { public PotionTest(int par1, boolean par2, int par3) { super(par1, par2, par3); } public Potion setIconIndex(int par1, int par2) { super.setIconIndex(par1, par2); return this; } } is all I need. How would I go about actually using the effect?
  18. Hi, I'm trying to create a custom potion effect. I've looked at several tutorials, however all of the ones that I have found are outdated and/or don't make sense to me. I was hoping someone could provide me with a link to an updated tutorial or quickly run down how to do it. Thanks!
  19. Thank you for your reply. I've done so with the ModBlocks class now looking like this: However, the problem still persists. The error is identical.
  20. Hello, I'm trying to create a custom coffee liquid. I semi-followed(I know the "semi-" part is where I went wrong, I just can't find what I didn't do/changed that would affect it in this way) the tutorial on the wiki here: http://www.minecraftforge.net/wiki/Create_a_Fluid however, when I try to run the game, I get the following error: The init() method from the following class is called from my preInit() method in my main class: The LiquidCoffee class: The BlockLiquidCoffee class: If I've forgotten to include any relevant code, please tell me. Thanks!
  21. Ok, I have no idea what just happened, but it somehow works properly now. I decided that I probably needed clean start so I deleted everything and tried again. I don't know what I did incorrectly last time, but it seems to be working now. Thank you so much for your help.
  22. Just to make sure, that is the currently selected option? http://puu.sh/cwNaC/3a2b9f91e4.png
  23. Wow do I feel dumb right now... The gradle project isn't imported at all. I'm guessing I should select the "Use local gradle distribution" option. Where do you think my Gradle Home would be located?
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