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calclavia

Forge Modder
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Everything posted by calclavia

  1. Ok. I am kind of confused on how to properly use Buildcraft's API. Do I just drag the API folder into net.minecraft.src? When I distribute my mod do I include the API inside or not to include it? There are very little documentary on how to actually mod for Buildcraft especially on Buildcraft's website. What I am trying to use is Buildcraft's IPowerReceptor class for some things in Universal Electricity. I know basically how to code for Buildcraft, but I am not sure how to setup the API and all those stuff. Thanks.
  2. calclavia posted a topic in General Discussion
    I created a custom potion. For some reason after you restart Minecraft while the potion is in effect on any living entity, it will crash when Minecraft loads that world. java.lang.NullPointerException at net.minecraft.src.PotionEffect.onUpdate(PotionEffect.java:72) at net.minecraft.src.EntityLiving.updatePotionEffects(EntityLiving.java:1972) at net.minecraft.src.EntityLiving.onEntityUpdate(EntityLiving.java:521) at net.minecraft.src.Entity.onUpdate(Entity.java:349) at net.minecraft.src.EntityLiving.onUpdate(EntityLiving.java:636) at net.minecraft.src.EntityPlayer.onUpdate(EntityPlayer.java:264) at net.minecraft.src.World.updateEntityWithOptionalForce(World.java:2182) at net.minecraft.src.World.updateEntity(World.java:2153) at net.minecraft.src.World.updateEntities(World.java:2039) at net.minecraft.client.Minecraft.runTick(Minecraft.java:1861) at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:819) at net.minecraft.client.Minecraft.run(Minecraft.java:747) at java.lang.Thread.run(Unknown Source) I know I posted a lot of topics today asking questions. But this ain't spam
  3. Any tutorials or links to tutorials on how to add custom sound effects wit Minecraft Forge? I see the ISoundHandler but I am not sure how to use it.
  4. TMI

    calclavia posted a topic in General Discussion
    Is there a way to not show some of my blocks on TMI? This is because I have some blocks like reeds that has a designated item for it but the player is not supposed to get hold of the block version of it.
  5. Yes you will see that in the next version of the mod although it doesn't actually work yet.
  6. As I was saying before, getting the metadata, the block or the texture file is NOT my problem. My problem is I can not find a way to assign the texture file to be bound to that texture file
  7. Thanks for the information.
  8. That's basically what I have no. How do you make it not tick?
  9. Ok I got it working. Basically I have it now that it places invisible blocks and occupies the space. Thanks for the help!
  10. Alright then. Thanks for the info.
  11. Is there a way I can make an entity emit light? In ICBM I would like the rear of the missiles to emit light as fire comes out from there.
  12. Anyone know where is the official page for the Buildcraft API for Minecraft 1.2.5? The Buildcraft site somehow removed the download page from the menu. I searched Google and only Minecraft 1.1.0 Buildcraft API showed up.
  13. Yes I am. Just to clarify my problem: I have a three 3D model tile entity that uses the same block. It uses metadata. The block uses a tile entity special renderer. In that renderer I can specify the texture of the block by using bindTextureByName function. Now I want to render that model as a 3D item you can hold in your hands. I can render it properly like shown in the picture, but I can not find a way to define/assign the correct texture to the correct model because there is not function like bindTextureByName when using the IItemRenderer implementations.
  14. Something like bindTxtureByName for an item would be great.
  15. That's not my problem. I have no problem rendering the block in the world with different texture files. The problem is that the block does not render properly when it is being held as an item. The problem is I can not set the render texture file when it is being rendered as an item. Changing the texture from getTextureFile simply causes all metadata blocks of the same block to change their texture thus causing crazy flickering of textures. Anyway of doing that properly? I tried using IItemRender and RenderInvBlocks I have no idea how I would do this.
  16. Just get the metadata of the block and switch it. I tried that. It simply keeps switching the texture of the block and goes all crazy when your inventory has two blocks with different texture files.
  17. I am still now sure how they made the door thing. Did they use metadata? So basically once you place the block it creates another block above it?
  18. I am currently trying that approach. But I still don't know where I can set the texture for that render... I got this so far... It's kinda funny that the missile launcher is big, I will fix that soon. But the problem here is that my different missile launchers have different texture files and they all use the same block...
  19. Is there a metadata sensitive version of getTextureFile()? I am in a situation where I have blocks that use different texture files depending on their metadata. Getting a metadata version of this function would really be helpful. I also stated the problem here in detail: http://minecraftforge.net/forum/index.php/topic,252.msg1807.html#new
  20. Right. I still can not render the item properly. The problem is I don't know how to bind a texture to an item render. I have a 3D model. It has a unique texture file for it. I can call the model render function from Base Mod's "renderInvBlock" function. The problem is I do not know how to specify a texture to the specific model to be rendered... Also, I can not use the function getTextureFile from forge because my texture file depends on the metadata and getTextureFile seems to not be metadata sensitive. Help would be appreciated.
  21. Why do you have to do this? Won't using that if-statement solve the problem?
  22. If you take a look at the Minecraft forum page for ICBM you can see the new snapshot of the missile launcher with the missile inside the silo. Looks really beast
  23. Right. In that case I would need to have multiple blocks placed when that three high block is placed on the ground? I looked at the door code and I am not very sure how they did it. Basically use world.setBlockWithNotify once the block is placed to occupy blocks above it? And also what is that "hack" you use in your mod to get it to work?
  24. Create a variable called ticks. Now in the update function make it so then the tick variable adds one. After that check if the amount of ticks is divisible by 20. With that you can check your tile entity every second. if(ticks % 20){ ...}

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