Everything posted by Jacky2611
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[1.8][SOLVED] Logger in 1.8
Can someone please send me an example LogHelper for mc1.8? My Logger won't accept FMLLog.getLogger() as a parent. package net.dimensionshift.mod; import java.util.logging.Level; import java.util.logging.Logger; import net.minecraftforge.fml.common.FMLLog; public class DimensionShiftLogHelper { private static Logger logger = Logger.getLogger(DimensionShift.MODID); public static void init() { logger.setParent(FMLLog.getLogger()); <-- I can't cast FMLLog.getLogger() to Logger } public static void log(Level logLevel, String message) { logger.log(logLevel, message); } }
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Machine block
When I started i didn't find this many other tutorials. What you want to do is to create a block with a TE, that opens a gui when rightclicked. If you don't want to follow this tutorials you could try this one: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571074-1-6-2-advanced-minecraft-forge-modding-tutorial-1
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Test Client crashes for no reason?
Please show us you source.
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[1.8][SOLVED]Problems with blockstates and Property
I already got everything working in 1.7.10. (2 block stuff, you should be able to change the branch on github to see it) But now in 1.8 I have to change my texture rotation. The problem is that minecraft crashes because something with my new blockstate property is not wrong.
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[1.8][SOLVED]Problems with blockstates and Property
Yeah, I had that idea when i started to work with blockstates. However, as long as I can't even get the basic stuff working it makes no sense to try something new.
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Furnace which only smelts food
ah, damn. Forget what i just posted. Use what diesieben07 suggested instead.
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Furnace which only smelts food
you can use furnaceItemStacks[0].getItem() instanceof BlockXYZ.getItem()
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[solved][1.7.10] LivingFallEvent get not catched
I had the same problem with a LoggedOut and Joined Event a while ago. Could it be that it wasn't me who did something wrong?
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[1.8][SOLVED]Problems with blockstates and Property
I just started updating my main mod to 1.8 but no matter what I do, minecraft always crashes with: java.lang.IllegalArgumentException: Cannot set property PropertyDirection{name=facing, clazz=class net.minecraft.util.EnumFacing, values=[north, south, west, east]} as it does not exist in BlockState{block=null, properties=[]} I want to make ( /update) a simple Block with textures that should rotate depending on a Direction. Here is my main mod file: My block file: My TE: Blockstates Active: Blockstates Idle: BlockModel Active BlockModel Idle Full crash: And here is a link to my github project: https://github.com/Jacky2611/DimensionShiftCore Any ideas what I am doing wrong?
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Rendering Turbo Model Thingy?
A cone? Cone like "a round cone"? ROUND?!! BURN HIM!!! Maybe Techne can only export cubes to java. I would try to export your model as an obj file. If thats not possible you can use a software such as Maya or max3D to create an obj file. http://www.minecraftforge.net/wiki/Using_wavefront_model
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Fuel storage GUI problem.
Is what i would do. (Yeah, you will lose some itemPower, if you really want you can store it the remaining foodPower a new variable, that is added to the dualPower as soon as it is smaller than the maxPower) But why do you even care? Have you ever tried to fill a pot up until its 100% full irl? Or even until its 120% full? No sane person would try to do that.
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Machine block
Do you mean a block with tileentity and a gui? That was the first thing I ever wrote for minecraft. Good old memories. (Yeah, i was an idiot. I should have started with stuff like blocks and items.) Anyway, I started by watching this tutorial and by reading the vanilla furnace code.
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Access restrictions with Forge?
Nopt sure if i should trust you Have you already looked at Open Eye? It is on github. (called OpenData)
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Looking for example Entity code
Main mod file: // ENTITIES public static int entityParasiteMaggotId = 0; preInit: EntityRegistry.registerModEntity(EntityParasiteMaggot.class, "entityParasiteMaggot", entityParasiteMaggotId, this, 80, 1, true); Client Proxy: RenderingRegistry.registerEntityRenderingHandler(EntityParasiteMaggot.class, new RenderParasiteMaggot(new ModelParasiteMaggot(), 0.1F)); // the last argument is the shadowsize Entity: Render Model: custom AI: Spawning: http://www.minecraftforge.net/forum/index.php?topic=6092.0
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Looking for example Entity code
Yeah, i will upload one in a sec. It a little bit special, so I am not sure if this is useful for you. AND I coded this half a year ago, don't expect too much. Could you maybe send me a link to your example project? I am planning to update my own mod today or tomorrow...
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Fuel storage GUI problem.
I would just check if the fuel is smaller than maxFuel-50 before adding 50 to fuel. If not I would set fuel to maxFuel.
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[1.7.10]Redstone Detection
Look at the vanilla glowstone lamp block.
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[SOLVED][1.7.10] Custom Logo
Create a png file. Put it next to your mcmod.info file. Add name.png to your mcmod.info file. Thank me. Come back if that doesn't work.
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[1.7.10] Custom mob moving
isAiEnabled only turns on and off a custom API. I would try to turn it on and then make sure that there are no tasks that inclode walking. (Nut sure about this, I would have to look at my code) In Addition you can set its move speed to 0. Sounds like your item is dropped at client side too.
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[1.7.10] Custom 3D Model like Slime Block from [1.8]
1.7.10 most likely using a TESR. But since 1.8 is already out I wouldn't do it, because all the texture and model stuff will change. (TESR= tile entity spezial renderer)
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Custom furnace: Slots
Wait, wasn't there something like isItemValidForSlot???
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[1.8] Best approach to replace vanilla items?
Use some sort of inventory event to replace bows & arrows and create your own skeleton. Then remove the standard skeleton from the spawn list, remove its spawn egg and add your own one. (Although this means that no other mod can do something with the vanilla skeleton) I would avoid messing with vanilla classes in any case because it breaks your compatibility with other mods in some cases.
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[1.7.10]Spawning Lightning Bolts
Can't believe i really wrote packages...
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[1.7.10]Spawning Lightning Bolts
What, we can get the block the player is looking at at the server without packages? I am pretty sure that i used some really complicated algorithm to archive this using the players head rotation. DAMN! (Cause I didn't want to add packages just for this one function.) You put the x y z values by using EntityLightningBolt(par2World, z, y, x). (yeah, its definitely zyx, not xyz )
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Procedural Structure Generation
Yeah, but you could write your own function to check if there are bricks or planks nearby to determine if there are already dungeons there. I recommended to have rooms with predefined doors because this way you have more control about the design of the room.
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