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Everything posted by CreativeMD
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hm, I'm not really happy with this kind of solution. Isn't there another way?
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That what i'm trying to do, but Minecraft crashs before i can do it. I use the event onChunkLoading, then i check the version of the Chunk .If it needs an update, i check every block and set the new ID, also i Chest and all other kind of storage. On the onPlayerLogin event, i check the iventory of the players. But the world crashs before all this.
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Then everything works fine, but i can't say that every world before this version of my Mod can't be used anymore.
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Hi, I have changed one of my block Ids. Normally, when you open a world, where some Ids haven't got a block, opens a gui where you have to click Yes and No. These gui is there, but in the next second Minecraft crashs and says Shutting down internal server.... Console: My Block is a Block, which uses Metadata, so i have also an ItemBlock. Have no idea what went wrong, so i looked into the code. Forge checks if an Id hasn't got a Block or an Item, if not it will check if the Mod irgnore it. But i find no way to say that my mod ignore it. if (!isModIgnoredForIdValidation(diff.getModId())) { foundNonIgnored = true; } The function isModIgnoredForIdValidation is checking if this map: private static Map<String,String> ignoredMods; contains my Mods. But i can't add my Mod to this list. Can anybody help me? Thanks previously.
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ok, so far so good. But how i have to go on? package randomadditions; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.world.WorldSavedData; public class WorldSaveRandomData extends WorldSavedData{ public WorldSaveRandomData(String par1Str) { super(par1Str); } @Override public void readFromNBT(NBTTagCompound var1) { RandomAdditions.WorldVersion = var1.getDouble("RAV"); } @Override public void writeToNBT(NBTTagCompound var1) { var1.setDouble("RAV", RandomAdditions.ModVersion); } }
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But how can i make a file in Java?
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Hi, How do i save information in the World? I have no idea, i got really confused. Would be very nice, if someone could help me.
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Thanks a lot, i no how NBTTags work, thanks a lot.
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Hi, I made a Throwing Knife with different kinds of materials. The material is depedent on the itemID and every material differently. But when i render it the int itemID is 0. But it shouldn't. Is there a way of sending this int to the client? public EntityThrow(World par1World, EntityLiving par2EntityLiving, float par3, ItemMaterial Material, int ID) { super(par1World); this.damage = Material.efficiency/1.5; this.renderDistanceWeight = 10.0D; this.shootingEntity = par2EntityLiving; if (par2EntityLiving instanceof EntityPlayer) { this.canBePickedUp = 1; } this.itemID = ID; this.setSize(0.5F, 0.5F); this.setLocationAndAngles(par2EntityLiving.posX, par2EntityLiving.posY + (double)par2EntityLiving.getEyeHeight(), par2EntityLiving.posZ, par2EntityLiving.rotationYaw, par2EntityLiving.rotationPitch); this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.posY -= 0.10000000149011612D; this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.setPosition(this.posX, this.posY, this.posZ); this.yOffset = 0.0F; this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI)); this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI)); this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI)); this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, par3 * 1.5F, 1.0F); }
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A way to add an item for an armor slot without extend your item to ItemArmor. Currently, there is no other way to do it.
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How to add a new item which fits in an armor slot?
CreativeMD replied to CreativeMD's topic in Modder Support
So, there is no way to do it. -
How to add a new item which fits in an armor slot? I don't want to make an item which extends ItemArmor. Is there an other way? Thanks previously
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No, i have this function in my Block code.
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Did i forgot something???
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Slab placement issues, please help (Updated)
CreativeMD replied to Trinitygamer's topic in Modder Support
http://www.teamviewer.com/en/index.aspx It's a programm where somebody (who is connected to you) can do something on your computer. He sees all what you see and can interact. -
Slab placement issues, please help (Updated)
CreativeMD replied to Trinitygamer's topic in Modder Support
You could help you with TeamViewer, so when you want that just PN me. -
We can't solve your problem without your code.
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Nobody?
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Hi I made it like this: public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4){ return null; } The Player can collide with it. The player is pushed up into the air. public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity) { par5Entity.fallDistance = 0; if(par5Entity instanceof EntityPlayer && ((EntityPlayer)par5Entity).isJumping) //Check if the Entity is a player and is jumping { par5Entity.motionY += 1; //High jump } }
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Hi there, My Block doesn't make an Updatetick and i don't know why. I'm a little bit confused, because it should work. My Block Code is really huge, but i think the important lines are these: public BlockRandom(int par1, int par2, String Texture, RandomBlock[] blocks, int renderIndex, int Typ) { super(par1, par2, Material.iron); this.setRequiresSelfNotify(); this.setCreativeTab(RandomAdditions.RandomBlocks); this.setTickRandomly(true); this.Texture = Texture; this.blocks = blocks; this.renderIndex = renderIndex; this.Typ = Typ; } public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random) { RandomBlock.getRandomBlock(par1World, par2, par3, par4, blocks).updateTick(par1World, par2, par3, par4, par5Random); } BlockCode
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Thannnnnnnnnnks Thanks a lot. I am so happy it has worked out. My Code for topic viewer public void onDataPacket(INetworkManager net, Packet132TileEntityData pkt) { this.blockMetadata = pkt.customParam1.getInteger("Metadata"); this.direction = pkt.customParam1.getByte("direction"); } public Packet getDescriptionPacket() { NBTTagCompound par1NBTTagCompound = new NBTTagCompound(); par1NBTTagCompound.setByte("direction", this.direction); par1NBTTagCompound.setInteger("Metadata", this.blockMetadata); return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 0, par1NBTTagCompound); }
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So, How can I fix that problem? By the way i have some problems with shortcuts, what does "FYI" mean?
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Hi, I make a block, which needs a TileEntity to render in the right way. But the client doesn't get the TileEntity from the server, is there a method to send the TileEntity to the client? I need the TileEntity for the right textures and the right model. When you doesn't get my problem, i can send you my source code.