Everything posted by Eternaldoom
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		[1.7.10] Custom event causes game to crash, cant figure out why
		
		If you aren't good with Java, follow the Oracle tutorials before making a mod.
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		[1.8][Open Source] Realms of Chaos Alpha 1.1
		
		You can craft a circle of 4 gems into a stone, for tools and a machine. Also, how did you get 1.8 to generate a world? Mine crashed a lot.
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		Custom Fluid Rendering Incorrectly
		
		You would do all the rendering yourself. It would be much better to find another way though, post your code with shouldSideBeRendered.
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		[1.8][Open Source] Realms of Chaos Alpha 1.1
		
		And I'll post a list soon.
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		[1.8][Open Source] Realms of Chaos Alpha 1.1
		
		Are you using 1.7.10 or 1.8? This is a known issue for 1.8, since I cant add the armor until Forge is released (I'll fix the crash by removing the recipes temporarily). If you are using 1.7.10, post your crash log. Thanks for the feedback!
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		[1.7.10] 2-Block Techne Model Bounding Box
		
		You need a multi block structure (like a bed/double plant). Make one block render and have the other be a placeholder. When the player breaks a block, set the other one to air.
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		Custom Fluid Rendering Incorrectly
		
		I know that this wasn't a problem pre-1.7, but I'm not sure if there's a way to fix it other than an ISBRH.
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		[1.7.10] Entity incorrectly rendering, doesn't use model requested
		
		Methods don't get called magically. Only one of your init/preinit methods has @EventHandler. Put it in front of the other ones too.
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		[Solved][1.7.10] Custom Rendering
		
		isOpaqueCube should also return false, and is the capitalization of the file name correct?
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		ItemBlock with IItemRenderer
		
		Register it like any other item renderer. For the item, use Item.getItemFromBlock(block)
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		[Solved][1.7.10] Custom Rendering
		
		This is in the block class, you need to override renderAsNormalBlock to return false. Post a screenshot of your file hierarchy. Are you sure the texture is in the correct path?
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		[Question] Generating custom structures [1.6.4]
		
		Stop using 1.6.4. It's obsolete and you won't get support for it.
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		MinecraftForge 1.8
		
		There are already 1.8 FML builds.
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		Problem with TileEntitySpecialRenderer
		
		GetDescriptionPacket is what packet gets sent when the tile entity needs to update data (I know it gets sent on world load, I'm not sure when else). onDataPacket is what happens when the packet gets received.
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		How i convert it
		
		You install it like any other mod. Put it in .minecraft/mods/1.7.10/
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		How i convert it
		
		Sorry, I can't read that. Use better grammar.
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		How i convert it
		
		Run gradlew build.
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		[1.7.10] Crop rendering crashes
		
		I recommend doing that, since you can control more.
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		Forge 1.7.10 dont work right for me
		
		Your import is screwed up. Perhaps you meant to import com.Ruby.lib.Strings?
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		How Would I add Guns Into my Mod (Unanswered)
		
		In essence, machine guns would be a rapid-fire snowball, snipers would be a fast, precise snowball, and shotguns would be several snowballs at once. For more advanced, better guns, you should use raycasting to detect headshots and cool renderers.
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		Help With Fluids! [1.7.10]
		
		Just put this where you create your other blocks: public static BlockYourFluid yourFluid = new BlockYourFluid(liquidElerium, Material.water); and change ModBlocks.init() to this: GameRegistry.registerBlock(sbrick, "sbrick"); GameRegistry.registerBlock(icePulse, "icePulse"); GameRegistry.registerBlock(orichalcumOre, "orichalcumOre"); FluidRegistry.registerFluid(liquidElerium); GameRegistry.registerBlock(yourFluid, "some_name")
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		Having difficulty getting tile entity to render properly.
		
		Put System.out.println calls in your renderer to check if stuff is working. And is this the ISBRH or the TESR?
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		How Would I add Guns Into my Mod (Unanswered)
		
		Thats a very general question. What kind of guns? What should they do? For very basic ones, look at ItemSnowball and EntitySnowball.
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		Help With Fluids! [1.7.10]
		
		Nope, register it with your other blocks.
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		Help With Fluids! [1.7.10]
		
		Register it like a normal block, but register the fluid first. Post your code -- how far have you gotten?
 
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