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Eternaldoom

Forge Modder
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Everything posted by Eternaldoom

  1. I'm not sure if it's in 1.7, but in BlockPumpkin in 1.8 there is some block pattern checking thing.
  2. Or, better yet, use an IWorldGenerator to customize existing ones.
  3. Or, better yet, call setTextureName("modid:name") in the constructor.
  4. Make sa block with a TE. Every tick, add 1 to a counter in the TE. When the counter == 20, set the block to something else.
  5. public class EventsHandler { @SubscribeEvent public void onPlayerTick(PlayerTickEvent evt) { if(evt.player.isWet()) { evt.player.attackEntityFrom(DamageSource.drown, 1.0F); } } }
  6. You commented out the if statement.
  7. In eclipse, it's under referenced libraries/some forge jar
  8. Yeah, radius = Random.nextInt(some number)+min size
  9. And the client has to have FML in 1.7 and earlier.
  10. And try deleting those methods in BlockBCT
  11. Follow wuppy29's tutorials at wuppy29.com.
  12. I think you can do this by overriding breakBlock (I forget if it takes a player parameter). If so, check if the player is holding your tool and spawn some item, and otherwise spawn a different item.
  13. Int j = MathHelper.floor_double(this.posY)-1
  14. It's field_150604_aj. Although, in 1.8, everything uses blockstates so you would just use 1 field.
  15. Noob question, I haven't tried this before: could you generate a structure in a separate thread?
  16. Yes, get rid of those methods. Try setBlockTextureName("yourmodid:basic"). Also, what does @GameRegistry.ObjectHolder do? And you might wanna follow a different tutorial, lots of people have had problems with this one.
  17. Post the rest of the log.
  18. She's trying to turn dirt to grass.
  19. Post your render class. For the item, use an IItemRenderer. Look at TheGreyGhost's tutorial.
  20. What are you doing with registerBlockIcons and getUnlocalizedName? Just use setUnlocalizedName and setBlockTextureName in the constructor. Try: setBlockTextureName("bettercraftingtables:whatever")
  21. You shouldn't be using the mob's position. That would only work if the entity is inside a dirt block. Use the block under the mob.
  22. If you want to allow clients to connect without the mod installed, add acceptableRemoteVersions = "*" to your @Mod.
  23. From the new Forge RB changelog: Fixed issue in loading non-coremod AccessTransformer files.
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