Jump to content

Jacky2611

Members
  • Posts

    499
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Jacky2611

  1. Ok, but how can i use block icons (not resource locations) inside my tesr? I want my block to use textures from vanilla blocks based on where its placed. And is there an easy way to use the standard block model?
  2. What exactly do you want to happen if you right click something?
  3. What is in your ItemMyMod class? Please try to expand "Item"
  4. Did you create a NBTHelper class in an utility package? @coolboy4531 looks like the item class is not the problem: java.lang.NullPointerException: Unexpected error at com.thewaterwell.letsmodreboot.utility.NBTHelper.initNBTTagCompound(NBTHelper.java:29) at com.thewaterwell.letsmodreboot.utility.NBTHelper.getInt(NBTHelper.java:125) at com.thewaterwell.letsmodreboot.handler.EventHandler.ExpCatalyst(EventHandler.java:42) EDIT: Please remove everything from your ExpCatalyst event handler.
  5. You will have to send a packet containing the xm, ym and zm to the server so that the tp is executed at the server. Google "forge 1.7 netty tutorial". However, keep in mind that this could be a possible exploit for Hackers. You should check if its actually possible to that position.(range, can the player really see that position,...)
  6. Hi! I want to change a block texture depending on the players position and armor. I tried to use: But this always changed the textures of all blocks and i wasn't able to make the block transparent. So i am now trying to use a tile entity special renderer but i don't want to recreate the whole Block model. I just want to change the block icon(not the resource location) and to make the block invisible. Is there any simple way to do this?
  7. Wait, this is a custom Item, right? Why don't you check if its right clicked inside the Item? like this: public class ItemDust extends Item { public ItemDust(int maxStackSize, String name) { setUnlocalizedName(name); setTextureName(DimensionShift.MODID + ":" + name); } @Override public boolean onItemUse(ItemStack itemstack, EntityPlayer player, World world, int x, int y, int z, int side, float px, float py, float pz){ System.out.println("ON ITEM USE"); return true; } }
  8. Please check if the item is null before you execute that code. I believe that it returns null if your hand is empty.
  9. Ok, now i tried to check if the chunk has already been loaded in the other dimension before i start generating anything but i still get the same error. Heres my new Class: Could it be that i am trying to access my custom dimension before its created? because it works fine if i put it only in my custom dimensions generation but crashes when i add it to the overworld.
  10. Maybe i can solve this problem by checking if the chunck has already been created in another dimension before I start to create my structure. If this works it would solve both my problems.
  11. player. posX, player.posY and player.posZ is the position you are currently standing. Look at this: http://www.minecraftforge.net/forum/index.php?topic=2050.0
  12. Just have a little problem to get my new trans dimensional structure working. Basically i want to add a portal-structure to my mod thats randomly generated on the overworld and my custom dimension at the same position. To do this I have to call my generation method when someone explores either my custom dimension OR the overworld. So i tried to modify my Generation Class like this: and: but i always end up with this crashlog: Another thing thats troubling me is how to stop minecraft from double spawning my structure. If i explore an area in dimension A my structures are generated in dimension A and B. Now i explore the exact same area in dimension B. Again Minecraft creates my structure, although i already have it generated for that area. (I could solve this by setting the spawnrate extremely low, but it could still be that suddenly a portal is generated right in front of you house) Would be awesome if someone could help me with this, Jacky
  13. I would try to use an obj model. But don't blame me if it doesn't work, i never tried to create a mob.
  14. just update forge. http://www.minecraftforge.net/forum/index.php?topic=14048.0#post_update_forge If any errors should turn up use the auto-fix function or ask here again.
  15. But then any other Portal(mystcraft linkbook, dimensional doors,...) would trigger it too. Can't i check if the player is colliding with an Portal block after he teleported or if the player entity's portal cooldown is bigger than 0?
  16. Hi Guys! I am just looking for an event thats triggered when a player uses a nether portal. I Looked through the source but didn't find anything on my own. Thanks, Jacky
  17. 1 I think you need a custom ItemRenderer 2 Look at his: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/1420105-mob-size-help 3 simply don't add the other items?
  18. FunFact: Outside of Eclipse my Items and Blocks are sorted correctly. EDIT: After i rewrote my creative tab my items are now in the order they are added. (idk why (EDIT: cause i added a new tab only for my child mod)) EDIT2: bump-head-against-wall-smiley somehow my sub mod's items/blocks got registered at the same time as my main mod's items/blocks. Are your items are still not sorted correctly?
  19. Please put some console output in your updateTick().
  20. Hi Guys! In my mainmod i use: [] CODE //ACHIEVEMNET achievementEnderDust = new Achievement("achievementEnderDust", "enderDust", 0, 0, DimensionShift.itemEnderDust, null); //ACHIEVEMNET PAGE AchievementPageDimensionShift = new AchievementPage("Dimension Shift", achievementEnderDust); AchievementPage.registerAchievementPage(AchievementPageDimensionShift); to register my Achievements. But now i want that my SubMod also adds Achievements to this page. I can access everything from my mainmod but there seems to be no way to add something to an already existing Page. Am i doing something wrong?
  21. I think they are ordered alphabetical(very annoying). Wait, mine are randomly mixed!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.