Everything posted by Mazetar
-
Missing Method - public Icon getBlockTextureFromSideAndMetadata()
getBlockIcon may be the name, couldn't get teamviewer to work so can't check what it's spelling was. In anycase if you look into what methods you can override from the block class you should find several with texture or icon as a part of their name, if you check those methods one of them will have two int arguments, and it's documentation will tell you it's metadata and side
-
Missing Method - public Icon getBlockTextureFromSideAndMetadata()
new names try to look at the getIcon(...) method
-
Missing Method - public Icon getBlockTextureFromSideAndMetadata()
new names try to look at the getIcon(...) method
-
Techne Custom Block Model
How about answering the questions of the guy above trying to help you? ^^
-
Techne Custom Block Model
How about answering the questions of the guy above trying to help you? ^^
-
Items' enchantments for special player
Good for you..?
-
Items' enchantments for special player
Good for you..?
-
Error in my workspace setup.
What's strange with it? Do it the easy way then, uninstall java and re install the 1.6 version then follow his instructions and you should be fine ^^
-
Error in my workspace setup.
What's strange with it? Do it the easy way then, uninstall java and re install the 1.6 version then follow his instructions and you should be fine ^^
-
Error in my workspace setup.
He did create a new video (episode 4) which is different from his setup in episode 3. It's similar to the setup I run with and I love it <3 If you followed the episode 3 videos check out this one instead: If you follow his steps then it should work perfectly also on a mac! Note that he says several times during the video to use 1.6 Java and not the 1.7 if you are on a mac (Windows can use 1.7). So this neat setup should work nicely for mac as well ^^
-
Error in my workspace setup.
He did create a new video (episode 4) which is different from his setup in episode 3. It's similar to the setup I run with and I love it <3 If you followed the episode 3 videos check out this one instead: If you follow his steps then it should work perfectly also on a mac! Note that he says several times during the video to use 1.6 Java and not the 1.7 if you are on a mac (Windows can use 1.7). So this neat setup should work nicely for mac as well ^^
-
New Realm Portal Creation Updating from 1.4.7 to 1.5.1
Have you seen this: http://wuppy29.blogspot.nl/2013/03/modding-147-updating-to-151.html He does talk about how he updates his dimensions and such to 1.5.1 inn it.
-
New Realm Portal Creation Updating from 1.4.7 to 1.5.1
Have you seen this: http://wuppy29.blogspot.nl/2013/03/modding-147-updating-to-151.html He does talk about how he updates his dimensions and such to 1.5.1 inn it.
-
Advanced Metadata
Nice! I look forward too see it in action
-
Advanced Metadata
Nice! I look forward too see it in action
-
How to make an item open a GUI
*sighs* You could have found that by looking for it on google, searching for a tutorial and so on.. even just starting the whole post with asking for a simple GUI tutorial and anyone here would have given you the link... For the question you asked at the OP, the guys above answered your questions. In any case, this means the OP's questions has been solved, time to lock up the thread and move on
-
How to make an item open a GUI
*sighs* You could have found that by looking for it on google, searching for a tutorial and so on.. even just starting the whole post with asking for a simple GUI tutorial and anyone here would have given you the link... For the question you asked at the OP, the guys above answered your questions. In any case, this means the OP's questions has been solved, time to lock up the thread and move on
-
Village house return value?
Well I see from the interface IVillageCreationHandler which you are implementing that it wants it return type to be an object. When I follow the code backwards I find that the net.minecraft.world.gen.structure.StructureVillagePieces contains the line (line 102) where it is calling for the buildComponent() method and later converting the Object into it's true type. Which seems to be "ComponentVillage". So I would assume that your method will return an object of the type ComponentVillage. I'm not familiar with the code of Villages, structures and components so I can't tell you more than what I see from the code at a glance. I would suggest that you read up on and understand the code which calls the methods of your interface and you may also want to check out the other classes of the net.minecraft.world.gen.structure package
-
Village house return value?
Well I see from the interface IVillageCreationHandler which you are implementing that it wants it return type to be an object. When I follow the code backwards I find that the net.minecraft.world.gen.structure.StructureVillagePieces contains the line (line 102) where it is calling for the buildComponent() method and later converting the Object into it's true type. Which seems to be "ComponentVillage". So I would assume that your method will return an object of the type ComponentVillage. I'm not familiar with the code of Villages, structures and components so I can't tell you more than what I see from the code at a glance. I would suggest that you read up on and understand the code which calls the methods of your interface and you may also want to check out the other classes of the net.minecraft.world.gen.structure package
-
Advanced Metadata
TileEntity's aren't as big and nasty as they may sound like, they are just objects where the code get's executed regulary (During it's Update() call) and on interaction (When it's block is clicked, destroyed, added etc.). In addition to that they can store much more data than metadata. Well so far I'm not understanding what you are trying to do really. You can if you want to get the metadata passed onto the TileEntity, but you can't have more than 16 blocks on the same ID using that system. (Yes there's a way of having more *looks at redpower* but I'm sure it's a bit more advance than TileEntity's) So why do you need 30 blocks inn 1 ID? We got a few thousand block ID's to work with now days so using two or three ain't that bad Having the same TileEntity do different things upon metadata is quite simple to implement, depending on what you want them to do?
-
Advanced Metadata
TileEntity's aren't as big and nasty as they may sound like, they are just objects where the code get's executed regulary (During it's Update() call) and on interaction (When it's block is clicked, destroyed, added etc.). In addition to that they can store much more data than metadata. Well so far I'm not understanding what you are trying to do really. You can if you want to get the metadata passed onto the TileEntity, but you can't have more than 16 blocks on the same ID using that system. (Yes there's a way of having more *looks at redpower* but I'm sure it's a bit more advance than TileEntity's) So why do you need 30 blocks inn 1 ID? We got a few thousand block ID's to work with now days so using two or three ain't that bad Having the same TileEntity do different things upon metadata is quite simple to implement, depending on what you want them to do?
-
Advanced Metadata
why would you need them all to have the same ID? If you want 30 sub blocks of the same block and don't want to use an TileEntity I guess you have to invent your own system for handling them then, since Minecraft only stores metadata + blockID of a given block at a location inn the world and nothing more, except a TileEntity if it has one. Normaly I would have said create a TileEntity and make it do everything for you and behave differently depending on the subtype but since you don't want that answer I guess my only answer can be this: Invent your own system for handling it.
-
Advanced Metadata
why would you need them all to have the same ID? If you want 30 sub blocks of the same block and don't want to use an TileEntity I guess you have to invent your own system for handling them then, since Minecraft only stores metadata + blockID of a given block at a location inn the world and nothing more, except a TileEntity if it has one. Normaly I would have said create a TileEntity and make it do everything for you and behave differently depending on the subtype but since you don't want that answer I guess my only answer can be this: Invent your own system for handling it.
-
Tile entity wierdness
I'm sorry but with the current state of the code you provided it's near impossible for us to read it without spending an hour slowly reading it. First of when you got such long code as this one use www.pastebin.com - and set syntax highlightning to java, that way it's easier to read the code Secondly, you should do some renaming(shift+alt+R is the eclipse shortcut) on your variables.. It's way to easy to lose track of which variable is doing what Do those things and people will have a chance at helping you
-
Tile entity wierdness
I'm sorry but with the current state of the code you provided it's near impossible for us to read it without spending an hour slowly reading it. First of when you got such long code as this one use www.pastebin.com - and set syntax highlightning to java, that way it's easier to read the code Secondly, you should do some renaming(shift+alt+R is the eclipse shortcut) on your variables.. It's way to easy to lose track of which variable is doing what Do those things and people will have a chance at helping you
IPS spam blocked by CleanTalk.