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Bishamonten

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About Bishamonten

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    Tree Puncher

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    Meet the Creeper
  1. I'm in 1.7.10, I'm coming across the same issue. I was going to ignore it for the time being (because my gf wants to play and not watch me code), but thought I would do some rudimentary research on the matter to see if there was a "quick" fix. I thought I'd post in your thread instead of writing my own.
  2. If i understand the question correctly. You want to add an on item right click method to your armor class and get the armor slot type and move them that way. Not sure theres a built in command.
  3. I'm not sure if its true for 1.8 but after some lengthy research I came across the solution for 1.7.10. Remove that getIsRepairable from your itemarmor class and put this in your main registry class/method put the following. //your enum name fallowed by the .customCraftingMaterial, than just set it to your item you want it to repair. ARMORCOPPER.customCraftingMaterial = ingotCopper; I use a register method, and I put this after everything was set in that method. So [Made in short hand]: Main class @mod() public void preInit() MyModsItemClass.registerItems();
  4. couldn't you create an item array with all your items in it and when you generate chests just have it pick from one in the list at random with 100% per chest?
  5. Sometimes my textures don't load when I test my mod in Eclipse. I have to stress the Sometimes part. Here's what's happening: 1.) I click Run, everything loads up, no errors. Textures work great. 2.) I close Minecraft (using the Close button at the top or doing exit, if that matters, sometimes using the stop button in the console). 3.) I do Absolutely Nothing to my code. 4.) Click Run again, error's for missing textures everywhere. 5.) Repeat 2 & 3 6.) Sometimes Some of the textures load, Sometimes All the textures load, but mostly, they don't load. Relevant Co
  6. ScratchForFuns GUI furnace tutorials are halfway written in 1.6.2 and than later written in 1.6.4 and while i understand there should be very little difference, he doesn't account for any of it. The 7+ hours of commentary aside, I'd recommend you find another source for learning who to copy GUI's from. I had nothing but trouble myself while trying to fallow along and the end result was buggy. I found a different tutorial from a user on MCF. http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571592-forge-1-6-4-micros-furnace-tutorials-will-update
  7. I'm not sure if it's changed in 1.7, but when you lightBlueMagicLeaves = new BlockExtender("FoglieMagicheAzzurre", CryTabs.crystaliaDecorativeTab).setHardness(0.2F).setStepSound(Block.soundTypeGrass); I don't know what your BlockExtender class looks like and why your setting the customTab as a part of the constructor. In 1.6 mine would look something like this oreCopper = new BlockRE(oreCopperID, Material.rock).setUnlocalizedName("oreCopper"); and my BlockRE would be like public BlockRE(int id, Material material) { super(id, material); this.setCreativeTab(Reg
  8. 1.6.4 or 1.7? i'm not sure it makes a difference, but someone else might know and need to know this.
  9. I'm not really that great when it comes to coding and what not. but in the: setBlockHarvestLevel(Block, "tool", lvl); I had a small light of inspiration. Would it be possible to in the "tool" couldn't you do like "myPickaxe". only problem is where you set up your tools, you have set your tool to be both "pickaxe" and "myPickaxe" (that way your tool will still function like the default tool.) There may be another way of going about what i'm talking about. But it just randomly occurred to me and i thought i'd throw that out there. But i think Mecblader has the two most likely so
  10. 1.) Set the hardness to 2000000 or whatever obsidian is set to. 2.) Dig a hole straight down. 3.) Spawn in TNT to fill said hole. 4.) Light it up. 5.) Repeat steps 3 & 4. I do this to also test spawning frequency as well.
  11. any number of basic modding tutorials should be able to show you how to set this up. if i'm understanding the problem correctly. even the outdated tutorials. google is good, and so is youtube. imports @Mod @NetworkMod public class mainModClass { //===blocks/ores=== public static Block oreBlock; //===Event Manager=== public static EventManager eventManager = new EventManager(); @PreInit public void preInit(FMLPreInitializationEvent event) { oreBlock = new modBlock(oreBlockID, Material.rock).setUnlocalizedName("oreBlock"); } @Init public void load(FMLInitializationEvent event) { /
  12. I think i'm not registering my renders? package mods.alpoh.common; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.EnumToolMaterial; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraftforge.common.Configuration; import net.minecraftforge.common.EnumHelper; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.Event.Result; import net.minecraftforge.event.ForgeSubscribe; import net.minecraftforge.event.terraingen.OreGe
  13. I've been having problems with my custom furnace I've created. I don't get any errors, but when i right click on my furnace in game nothing happens. I've tried adding system out lines at every step, everything right up to the point the gui should be drawn. the only part (so far) that i think i have wrong is here: this.mc.renderEngine.bindTexture("alpoh:kilnGui.png"); I think I'm not calling my texture the right way. I've various combinations of "mod/alpoh/textures/gui/kilnGui.png" and such. Even when i left it at its defualt ("/gui/furnace.png") nothing would happen.
  14. Found part of my answer on the Minecraft Forums. Was able to just use my own worldgen class to respawn the ore at my desired amount. Original Post.
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