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Texasjake95

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Everything posted by Texasjake95

  1. I am writing a mod and want to make sure I can get the server running before I start the server code... It runs but I can't get on it... I am going though with Eclipse... Is that my mistake?
  2. I am trying to make my mod go on the server but I cant get on the server... It says Failed to login: bad login Any ideas whats wrong?
  3. Aether had a prerelease on facebook not to long ago it required forge and playerapi
  4. Would the config file need to be there or can I install my mod with mod that I am try to get the config file for?
  5. Is there a way for my mod to read other mods config files to see is certain things, Ore gen being an example, are enabled?
  6. You mean this? Found in RenderBlocks (Still in RenderBlocks) renderBlockCauldron
  7. Are there any tutorials for Auto Assigning IDs?
  8. Forge has Audio Mod built in to it
  9. try getCurrentItem()
  10. 0_0 I should have though of that...
  11. How in the world would I pull that off?
  12. Is there a way the Player can emit light?
  13. Does that really work? Figured it would be much harder to do...
  14. In you mod_xxx put in your load() this public void load() { YOURRECIPECLASS.getRecipes() } In you Recipe Class make a function like so public static void getRecipes() { //Recipes go here }
  15. Looks like 57(See Attachment)
  16. It looks like you forgot the KeyBinding Try this: public static KeyBinding Switch = new KeyBinding("Switch", 19); public void keyboardEvent(KeyBinding keybinding) { if(keybinding == Switch) { //Do stuff here } public void load() { ModLoader.registerKey(this, Switch, false); ModLoader.addLocalization("Switch", "Switch"); ModLoader.setInGameHook(this, true, true); }
  17. Got it working Needed new arrow render...
  18. when I do that the arrow doesn't fire properly...
  19. I just made a new arrow it fires fine but as a white box... Is there any way to fix it? I want it to look like the vanilla arrow.
  20. Got it working... Had to fix some numbers and finalize my texture...
  21. I have done that the problem is it doesn't act like the vanilla bow where the surroundings get streched abit and the player holds it like a bow
  22. I have no idea how if you go look at the action it is just bow nothing being done other than saying bow
  23. Just realized I forgot the code! Here it is:
  24. this might help found this in net.minecraft.client public static long[] frameTimes = new long[512]; or this /** holds the current fps */ int fpsCounter = 0;
  25. I have a bow that doesn't want to do the thing the vanilla bow does with the terrain and how Player holds it when its being used
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