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Eternaldoom

Forge Modder
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Everything posted by Eternaldoom

  1. If you aren't good with Java, follow the Oracle tutorials before making a mod.
  2. 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.
  3. You would do all the rendering yourself. It would be much better to find another way though, post your code with shouldSideBeRendered.
  4. And I'll post a list soon.
  5. 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!
  6. 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.
  7. 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.
  8. Methods don't get called magically. Only one of your init/preinit methods has @EventHandler. Put it in front of the other ones too.
  9. isOpaqueCube should also return false, and is the capitalization of the file name correct?
  10. Register it like any other item renderer. For the item, use Item.getItemFromBlock(block)
  11. 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?
  12. Stop using 1.6.4. It's obsolete and you won't get support for it.
  13. There are already 1.8 FML builds.
  14. 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.
  15. You install it like any other mod. Put it in .minecraft/mods/1.7.10/
  16. Sorry, I can't read that. Use better grammar.
  17. Run gradlew build.
  18. I recommend doing that, since you can control more.
  19. Your import is screwed up. Perhaps you meant to import com.Ruby.lib.Strings?
  20. 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.
  21. 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")
  22. Put System.out.println calls in your renderer to check if stuff is working. And is this the ISBRH or the TESR?
  23. Thats a very general question. What kind of guns? What should they do? For very basic ones, look at ItemSnowball and EntitySnowball.
  24. Nope, register it with your other blocks.
  25. Register it like a normal block, but register the fluid first. Post your code -- how far have you gotten?
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