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bigbaddevil6

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Everything posted by bigbaddevil6

  1. I have been working on a 2nd custom machine and what i did was just take the code from the first successful one and used it for the 2nd one and changed the name around to match what I needed but now it wont show the gui. no errors given so i added in a few debug lines and it is acting like the entity is not there at all. In the GuiHandler switch it just goes to the default instead of the one choice that's there. I have checked multiple times at different spots of where I thought it would be and can't find anything wrong. This is the block code This is the TileEntity This is the GUI This is the Container This is the GuiHandler(At the moment I just have the one block in the switch statement to narrow things down). I have everything for Registry in my main class.
  2. I was wondering two things. 1 how do I make a furnace recipe that is only used in my furnace I specify? 2. How do I do the recipe for a furnace that has 2 input slots? example: coal & diamond are required to get the output
  3. No that wasn't it, but I did find the problem. I was using the vanilla CreativeTabs. instead of calling the one SuperNova. Idiotic mistake...
  4. So I been working on my mod and decided that I wanted to make my own creative tab to put my items and blocks in. The problem is that i use the method I used before and it seems to work fine but then when I try to set an item to the creative tab it acts like it doesn't exist. I find it so weird cause I've used this method before and it worked just fine with other classes. At the moment the items are in a vanilla tab so I can keep working. I initialized the tab in my main class public static CreativeTabs tabSupernova; I put the constructor in the load Event Handler tabSupernova = new CreativeTabs("supernova"){ @SideOnly(Side.CLIENT) public int getTabIconItemIndex(){ return SuperNova.carbonFiberCloth.itemID; } }; LanguageRegistry.instance().addStringLocalization(tabSupernova.getTranslatedTabLabel(), "SuperNova"); Here is the overall code of the main class which is the only class used in the process Here is a pastebin if you prefer color and line numbers(Lines 90 & 112) http://pastebin.com/BT06JZWq
  5. I been searching for where Minecraft has it's code for the pyramid and beacon multi-block structure, and I can't find it. I assume that they are calling is something else but all i want is what class/package it is in so i know which one to look through.
  6. I finally found the problem. If you look at the TileEntity here. http://pastebin.com/bPHJaNpm I accidentally switched lines 62 and 63 so the ItemStack was inside the IF statement. All I had to do was switch them to where they were suppose to be and it worked perfectly.
  7. Yea I thought i followed everything perfectly but for some reason when i go to use it, it does that. I don't get errors at all and the person showed it working fine for him. the only thing i see different between vanilla furnace and mine is my onBlockActivated This is mine. public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int side, float hitX, float hitY, float hitZ){ if(!world.isRemote){ FMLNetworkHandler.openGui(player, ScratchForFun.instance, ScratchForFun.guiIdQuartzFurnace, world, x, y, z); } return true; } This is vanilla's public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9) { if (par1World.isRemote) { return true; } else { TileEntityFurnace tileentityfurnace = (TileEntityFurnace)par1World.getBlockTileEntity(par2, par3, par4); if (tileentityfurnace != null) { par5EntityPlayer.displayGUIFurnace(tileentityfurnace); } return true; } } But what puzzles me is that it should work the way i have it so makes me think that it can't be the problem so I don't know where to look.
  8. So I think I have may found what you are talking about. It is different from the vanilla code. public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int side, float hitX, float hitY, float hitZ){ if(!world.isRemote){ FMLNetworkHandler.openGui(player, ScratchForFun.instance, ScratchForFun.guiIdQuartzFurnace, world, x, y, z); } return true; } This doesn't have an else statement like the vanilla code does. The full code for the block is here. http://pastebin.com/tkKAhe37 Just in case here is the GUI Handler http://pastebin.com/c9y9sdmq
  9. wait which method? This is the first time I've done a Gui for with Minecraft, plus I've been staring at this for too long today. I'm going to bed after I send this so tomorrow I can focus better, but if you would be kind to show me which method I messed up on, cause I'm following this little tutorial and I can't see where I've strayed from. Thanks for your help! Makes stuff like this that much less of a pain in the ass.
  10. Alright I put the in pastebin so you can have the all the syntax highlighting was unsure if this could do it. This is the drawing of the Gui http://pastebin.com/LPTur6k3 This is the Gui Container http://pastebin.com/Dc2C4V0x Neither one is completely finish i still need to do a lot more, but to my knowledge it should work enough to test.
  11. The problem is I recently been making a furnace and I went to test the progress and the GUI background, loads all the slots, but as soon as i go to move anything in that GUI whether it be in the inventory or the furnace itself it wont move. The item you click on will attempt to move but then go back to the slot it was in. Sometimes the items will disappear. Items can be inserted into the furnace through hoppers and be pulled out, the furnace will also update from idle to active, but nothing will show up in the GUI. I do not get any errors in the developer console and I've check my code against the code from the vanilla furnace but it all seems fine from what I can see. The only way i can move items is if i use the middle mouse button from creative but again they wont update in the furnace.
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