
FLUFFY2
Forge Modder-
Posts
424 -
Joined
-
Last visited
Everything posted by FLUFFY2
-
Minecraft only crashes when I break a block with hands?!
FLUFFY2 replied to signaly's topic in Support & Bug Reports
Some mods you have are for 1.7.4! Read your logs and check if its works without them. -
@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.
-
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!
-
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!
-
1.7.10 - Get placed TileEntityChest when a player place Chest
FLUFFY2 replied to Blackout's topic in Modder Support
I tought it was a custom chest. Oh well... -
But if you want to store data directly to a player you probably want to use IExtendedEntityProperties!
-
1.7.10 - Get placed TileEntityChest when a player place Chest
FLUFFY2 replied to Blackout's topic in Modder Support
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. -
[SLOVED]Add item to creative tab with pre-set data.
FLUFFY2 replied to FLUFFY2's topic in Modder Support
Thank you its worked! -
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!
-
I'm apprechiate your help, but thats a bit high for me. I stay with the login version.
-
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.
-
Thank you! How am i supposed to specify a uuid? Can it be done in run configurations?
-
-.- Using Forge to load Modloader?! AND what version of Minecraft is ModLoader for? Hint: 1.6.2
-
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.
-
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.
-
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.
-
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!
-
Tested on client tick handler and it works. Its only not working server side. You want video proof or what?
-
You have to make a custom class what extends Block in order to make a new block. Example: myBlock = new MyBlock(Material.whatever).ect;
-
Yes but without the update code its supposed to make a light trail after me but its not doing it.
-
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.
-
-.-" ctx.getServerHandler().playerEntity.worldObj didn't look CLIENT to me.
-
Thank you very much! Its worked!
-
Please look up a tutorial because you are missing a lot of stuff!
-
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!