Jump to content

FLUFFY2

Forge Modder
  • Posts

    424
  • Joined

  • Last visited

Everything posted by FLUFFY2

  1. Some mods you have are for 1.7.4! Read your logs and check if its works without them.
  2. @MultiMote: Thanks, but just figured out how to do it. The tut is realy good, but i want to write my system. @Jacky2611: I already know how to use NBT for a normal block. I probably try harder next time before instant requesting for help.
  3. Never mind just figured out. I have to make a custom BlockDoor class that extends BlockContainer. So my door now extends CustomBlockDoor and its working!
  4. Hello, I have a working custom door, but i want to make it lockable. To save the data i want to use NBT, but that needs a TileEntity. For that i have to extend BlockContainer, but i can't because then the door will not work. So, how can i use NBT fo a block that extends BlockDoor? Thanks!
  5. I tought it was a custom chest. Oh well...
  6. But if you want to store data directly to a player you probably want to use IExtendedEntityProperties!
  7. Use onBlockActivated() and the following line to get your data out of your TileEntity: ((TileEntityChest)par1World.getTileEntity(x, y, z)).datayouwant But be careful TileEntity can be null and if you are trying to get a null TileEntity it will crash. But in onBlockActivated() that shouldn't happend.
  8. Thank you its worked!
  9. Hello, Just wondering is adding an item to the creative tab with modifying its NBT data. Right now the current data(fuel) is 0. I want to get the maximum data(fuel) if its in the creative tab or NEI. Thanks!
  10. I'm apprechiate your help, but thats a bit high for me. I stay with the login version.
  11. You can check if the player starts to break the block then remove the block and place it where you want. I think you cannot move blocks.
  12. Thank you! How am i supposed to specify a uuid? Can it be done in run configurations?
  13. -.- Using Forge to load Modloader?! AND what version of Minecraft is ModLoader for? Hint: 1.6.2
  14. I wanned to test out my mod in eclipse with 2 player so i made another run configuration and edited the name to ForgeDevName2. If i start a dedicaded server it works. I can join, debug, ect... If i start a LAN world, the player who wants to join crases with the following error: http://pastebin.com/vJGazrpW NOTE: Im using forge 1.7.10-10.13.0.1159 with Java 1.7! Its the same with a clear SRC folder so my mod is not the problem. That can be a bug i don't realy know.
  15. Okey here it is. Registered in preInit using: FMLCommonHandler.instance().bus().register(new DynamicLightHandler()); And the DynamicLightHandler class: http://pastebin.com/7CQLqh0Y I used torch only for testing purposes. The problem is its working client side, but on the server its keeps changing the player Y pos even if im using .isRemote.
  16. But its worked in 1.7.2. The only problem is others cant see the light emited by me. This is why i have to use pakets. The PlayerTickEvent is totally mess up everythig so i stayed with tickhandler.
  17. Hello, I finally able to render a wavefront model in minecraft but i want to change its rotation point! Its currently at the bottom of the model and i want the it on the top. In blender i already changed the origin point and re-exported the model bit its not affecting it. Thanks for helping!
  18. Tested on client tick handler and it works. Its only not working server side. You want video proof or what?
  19. You have to make a custom class what extends Block in order to make a new block. Example: myBlock = new MyBlock(Material.whatever).ect;
  20. Yes but without the update code its supposed to make a light trail after me but its not doing it.
  21. Oh realy sorry i updated the wrong class. Its aleady changed to the another world instance. Every world function working except that one. Something messed up with EnumSkyBlock.Block.
  22. -.-" ctx.getServerHandler().playerEntity.worldObj didn't look CLIENT to me.
  23. Thank you very much! Its worked!
  24. Please look up a tutorial because you are missing a lot of stuff!
  25. Hello, I have made a dynamic lighting system that uses pakets to send the info from a client tickhandler to the server to create and update the lightsource! In Netty im just get the server world and used world.setLightValue(EnumSkyBlock.Block, x, y, z, 15). In SimpleNetworkWrapper i get the world like so: ctx.getServerHandler().playerEntity.worldObj. Now the light isn't created somehow. It has to work both client and server side. I tested out its something with world.setLightValue and EnumSkyBlock because every other function is working! Just in case here is my PacketHandler: Registerred with: snw.registerMessage(Light1MessageHandler.class, Light1MessageHandler.class, 3, Side.SERVER); Light1MessageHandler: http://pastebin.com/dqPLT4QK Before you say its not because .updateLightByType updates the light! Its the same without it! Thanks!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.