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calclavia

Forge Modder
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Everything posted by calclavia

  1. How would I register the name before it loads? I have the function called in the load() in my NetworkMod/BaseMod class (mod_XXX). The name of my tile entity is "ICBMMissileLauncher" and I don't think there are any illegal characters in that. My tile entity works fine in the game. The only problem is that it doesn't read data from NBT properly. I think this is related to the tile entity not registering properly.
  2. Hmm I think I will be using NBTTag. It seems the more convienent. But now I have another problem. My item interacts with a tileentity. I want to make it so then when this specific item right clicks the tile entity, the GUI of the tile entity will not open. Just like the buildcraft wrench or redpower screwdriver in which it doesn't open the GUI machine when right clicking it.
  3. My tile entities seem to not be saving their data that I assigned them to save in the NBT functions. Everytime when I load the world it says "Skipping Tile Entity with ID xxxx". I called the method: ModLoader.RegisterTileEntity(net.minecraft.src.TileEntityExample.class, "Example"); I'm wondering if that's the problem. I placed a System.out.println at the read function and it never gets called. For some reason it's not READING the tile entity information.
  4. This is a simple question. How do I know if a player is shift clicking? For example I have this item that does something different when being shift-clicked. Also the block I will be shift-clicking on will be a tile entity. How can I prevent the GUI from opening when opening that specific block? Also, how do I "remember" information in an item? I have an item that is like a remote and it has a certain frequency set by the player. How would I store that information even when the player reconnects/quit game?
  5. I returned null and it works. I have to use a Block Container or else the GUI won't open.
  6. I would look into it. It seems like the model I am using is not responding to the rotation.
  7. Thanks for the information.
  8. Haha my mod is using sulfur too. You should use the forge ore dictionary so the ores can be compatible with each other.
  9. I also tried directly changing the rotation with this.rotationYaw++ or something like that to test it. I printed the numbers of the variables. The variables change properly, but nothing happen to the entity and it does not rotate!
  10. Is this NBTTag function used in networks?
  11. I have this tile entity that saves a certain amount of data. The problem is that when the player quits the game and joins back, all the data is lost. How can I make it so then it's like the chest and saves all the data within the tile entity? I tried ModLoader.registerTileEntity but every time when I run Minecraft it says skipping tile entity with ID. What does that mean?
  12. I'm trying to make my entity rotate 180 degrees so it's upside down. However, not matter what I try, it doesn't seem to do anything (my entity extends from the Entity class and it is not a mob). I tried the function this.setRotation(X,X) and the other functions and they all do not work. Why is this?
  13. Oh yes! I was using the Block Container. Should I never use this class? I basically lookeed at the furnace block and copied the stuff inside. But using the Block class should give the same results right?
  14. I am using the getTileEntity (int metadata) function now. Thanks. But the getTileEntity () function is abstract and I have to use it. What would I return in that function?
  15. Does anyone know how to create a different tile entity for a metadata block?
  16. You need an entity render file. There are tutorials out then on how to render an entity.
  17. YES! Thank you!
  18. Now first before I ask the question, I would like to say that I have already read this tutorial: http://minecraftmodding.wikkii.com/wiki/Making_an_new_entity_using_modloader_(Penguin) How can I render an entity (not a living entity/mob. Just an entity like sand or gravel) with a costume 3D model? Any tutorial you can reference to or tell me more about it? I am not rendering a mob, so the tutorial above or anything similar to it would not help.
  19. Since this is the general discussion board, I am allowed to post about anything related to modding. I'm just curious. What do you think is the hardest part of making a mod? In my opinion the hardest would be promoting the mod after it's done and getting people to use it. What's your opinion?
  20. What he said, but make sure you give your mod's folder a non-generic name or you'll end up like me, with probably at least 200 lines that have to be changed to rename the freaking folder. In my mod I created a static variable in my BaseMod that gives the texture directories to all items and blocks. I could just change the variable and all the texture paths will change. You should try doing that next time. Yeah my problem is I just started learning from the beginning with a random idea that I've slowly built into what I have now. I had no clue what I was doing that far back, lol. Even after a few sessions of cleaning things up, I can still look back at some earlier stuff and see the learning progression... Really, if I need to, I could just make a new item that does absolutely nothing different from the classless items except loads textures from a forge spritesheet, but I've been both lazy and busy... Hmm where is your mod? I didn't see it yet. Give me a link to a forum post or something. I would like to check it out.
  21. What he said, but make sure you give your mod's folder a non-generic name or you'll end up like me, with probably at least 200 lines that have to be changed to rename the freaking folder. In my mod I created a static variable in my BaseMod that gives the texture directories to all items and blocks. I could just change the variable and all the texture paths will change. You should try doing that next time.
  22. You can use the free software www.7zip.org to open the jar and drag all your textures into the jar. It's better to create a folder inside the jar so it's easier to find your textures among thousands of other files inside, but it doesn't really matter. Just make sure the path is correct. For example, my mod's name is ICBM. So I have a folder called "ICBM" in the jar which contains all my textures. In my case the path of the texture will be "/ICBM/XXX.png". There shouldn't be a problem after doing it correctly.
  23. Alright I'm going to try that. Edit: I made it work. However it doesn't have the same effect as being burnt. If I place fire next to the TNT, it will explode that's for sure. But it's not like the normal TNT in which you have to burn it for a while and then it explodes. It would still be good to have this feature to alter the way the fire interacts with things.
  24. What? I swear vanilla TNT has this behaviour, so if you extend it properly, your TNT should explode too In the fire block the code says that it will check if the block has the tnt's block id. If so, it will cause it to explode. But, TNTs don't use the same block id as the vanilla TNT hence it won't pass the condition statement. Unless there is any other way...
  25. You need to place your textures in the correct folders in your mcpc/jars/bin/minecraft.jar. If you don't it won't be able to find the texture file. Hope that helped.

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