Everything posted by Godis_apan
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Help with Biome!
It doesn't like you to this.spawnableMonsterList.clear(); my suggestion is that you find another way to clear the mobs from spawning, look if there's any pre-made methods for it.
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How do I detect which item is in a furnace?
if (getStackInSlot(0) != null) { if (getStackInSlot(0).getItem() == myItem) { //do something! } }
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Ore generation?
That is the priority the generation is being called. If you need something to be generated very early in the game the number should be higher. If you want it to generate at the very end of all the other generation it should be low. Hope that helped!
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[1.7.2] Canceling crafting
Can't you use the ItemCraftedEvent?
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texture issues
It's an abstract class, you can't use abstract classes as objects. Remove the public abstract class To: public class
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texture issues
TGG, i know that, it's just that majesticmadman98, no offence, hasn't really got my point here. I my first or second message I explaind it all, just missed to add the little after the icons. But here's a finished code exaktly like you should have it: public static final String[] TOP = {"Palm_Wood_Log_Top"}; public static final String[] SIDE = {"Palm_Wood_Log_Side"}; private IIcon[] topIcon; private IIcon[] sideIcon; public void registerBlockIcons(IIconRegister iIconRegister) { topIcon = new IIcon[this.TOP.length]; sideIcon = new IIcon[this.SIDE.length]; for (int i = 0; i < TOP.lenngth; i++) { topIcon[i] = iIconRegister.registerIcon(HAT.MODID + ":" + this.TOP); sideIcon[i] = iIconRegister.registerIcon(HAT.MODID + ":" + this.SIDE) } } @SideOnly(Side.CLIENT) @Override protected IIcon getSideIcon(int metadata) { return sideIcon[metadata]; } @SideOnly(Side.CLIENT) @Override protected IIcon getTopIcon(int metadata) { return topIcon[metadata]; } You shouldm't have to change anything
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Adding 3D moddeled block
In your renderer. Make a private static MyModel model; object. In the costructor add model = new MyModel(); And in the rendetTileEntityAt you add model.render(0.0625F);
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texture issues
should be topIcon = iIconRegister.registerIcon(HAT.MODID + ":Palm_Wood_Log" + "_Top") Exactly like that.
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Adding 3D moddeled block
In your tileentity
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Adding 3D moddeled block
@Override public Packet getDescriptionPacket() { NBTTagCompound tag = new NBTTagCompound(); writeToNBT(tag); return new S35PacketUpdateTileEntity(xCoord, yCoord, zCoord, 1, tag); } @Override public void onDataPacket(NetworkManager net, S35PacketUpdateTileEntity packet) { readFromNBT(packet.func_148857_g()); }
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texture issues
Yes but you can remove all this: @SideOnly(Side.CLIENT) protected IIcon[] field_150167_a; @SideOnly(Side.CLIENT) protected IIcon[] field_150166_b; private static final String __OBFID = "CL_00000266"; And they should return 0, like this: @SideOnly(Side.CLIENT) @Override protected IIcon getSideIcon(int metadata) { return sideIcon[0]; } @SideOnly(Side.CLIENT) @Override protected IIcon getTopIcon(int metadata) { return topIcon[0]; }
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Entities do not render from some rotations.
Because they're out of the players sight? Like it disappears slightly before the entity reaches out of the players view?
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[1.7.2/Solved] Problems with Fluid Icons
To use the setIcons() you will have to give it an already made IIcon object, where can we find that? In your fluid block class. setIcons(myFluidBlock.getBlockTextureFromSide(side) A good way to do this is in the TextureStitchEvent. @SubscribeEvent @SideOnly(Side.CLIENT) public void textureHook(TextureStitchEvent.Post event) { if (event.map.getTextureType() == 0) { myFluid.setIcons(myFluidBlock.getBlockTextureFromSide(1), myFluidBlock.getBlockTextureFromSide(2)); } } In your preInit: MinecraftForge.EVENT_BUS.register(this); //use the instance of your mod here!
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[1.7] World crashes on save after I added NBT
It should be: controllerid = var1.getInteger("controllerid");
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texture issues
Yes that the class, but if you look at the parameter name you will see that it's called iIconRegister, as when you write code in java the common way to name variables is to uncap the first word.
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texture issues
Just do topIcon = iIconRegister and sideIcon = iIconRegister
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Replacing entities crash
What do you want to do? Make a new entity spawn when another one dies?
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[1.7.2][SOLVED] Can't change a ItemStack properties in my Custom GuiContainer
http://www.minecraftforum.net/topic/1412300-147forgeblaueseichoerns-gui-tutorial/ Under the spoiler gui there should be an itemstack tutorial.
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texture issues
Ok like this: public static final String[] TOP = {"topIcon1Name", "topIcon2Name", "topIcon3Name", and so on..}; public static final String[] SIDE = {"sideIcon1Name", "sideIcon2Name", "sideIcon3Name", and so on..}; private IIcon topIcon[]; private IIcon sideIcon[]; public void registerBlockIcons(IIconRegister iIconRegister) { topIcon = new IIcon[TOP.length]; sideIcon = new IIcon[sIDE.length]; for (int i = 0; i < TOP.lenngth; i++) { topIcon = iIconRegister.registerIcon("modid" + ":" + TOP); sideIcon = iIconRegister.registerIcon("modid" + ":" + SIDE) } } @SideOnly(Side.CLIENT) @Override protected IIcon getSideIcon(int metadata) { return sideIcon[metadata]; } @SideOnly(Side.CLIENT) @Override protected IIcon getTopIcon(int metadata) { return topIcon[metadata]; } That should do it! Fairy straight forward code.
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texture issues
@SideOnly(Side.CLIENT) @Override protected IIcon getSideIcon(int metadata) { return mySideIcon; } @SideOnly(Side.CLIENT) @Override protected IIcon getTopIcon(int metadata) { return myTopIcon; } If you have more metadata wood just return: myIcon[metadata]
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1.7 bed crafting
You can check all strings in: net.minecraftforge.oredict.OreDictionary Or here: http://www.minecraftforge.net/wiki/Common_Oredict_names
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Help with Villagers
Ohh, if you want to add loot too a dungeon chest/ mineshaft then use the ChestGenHooks.addDungeonlLoot(); The params should be fairly straight forward. I hope that helps.
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Help with Villagers
MinecraftForge.addGrassSeed(new ItemStack(myItem), weight); (weight is how often it should be dropped) VillagerRegistry.addEmeraldSellRecipe(); you'll have to add some parameters try to figure it out.
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Power Transfer Pipes
Check the ForgeDirection the power comes from, and make it so that i can't send it back through that direction. Therefor you can prevent back and front bouncing
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[1.7.2] Dimensional teleporting, without the portals
That's smart, when the teleport happens just make a three for loops increasing the x, y, z like this. for (int i = player.posX - 5; i < player.posX + 5; i++) { for (int j = player.posY - 5; j < player.posX + 5; j++) { for (int k = player.posZ - 5; k < player.posX + 5; k++) { if (world.getBlock(i, j k) == Blocks.obsidian || world.getBlock(i, j k) == Blocks.portal) { world.setBlockToAir(i, j, k); } } } } Something like that.
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