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Everything posted by HoBoS_TaCo
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[Solved]Re-Generating chest items + block onUpdate()
HoBoS_TaCo replied to HoBoS_TaCo's topic in Modder Support
updateTick() is client-side only; it says so in the annotations. You can just use your chests tile entity onUpdate() instead if it's a custom tile entity. I've been using TileEntityChest, it looks like adding a custom tile entity will do the trick. Thanks to both of you. -
I've been trying to get my chest to regenerate items for a while and i'm having a problem. I have the generation code completed but I can figure out how to run the block's onUpdate() method on every tick. Is there a way to get every instance of the block's onUpdate() to run every tick or should I look in a different direction? If anyone can point me in the right direction it'll be appreciated.
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Why would Forge include it if it wasn't necessary?
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If I were you I would use: EntityRegistry.registerGlobalEntityID(EntityDigimob.class, "EntityDigimob", EntityRegistry.findGlobalUniqueEntityId(), 1, 2); //Last 2 digits are spawn egg colours, remove them if you don't want spawn eggs. EntityRegistry.addSpawn(EntityDigimob.class, 25, 1, 1, EnumCreatureType.creature, WorldType.base12Biomes);
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Try VillagerRegistry.addExtraVillageComponents(ArrayList components, Random random, int i)
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Read the first point in Over-Excessively Asked Questions: Read me before posting! Yes, that means YOU!
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How do I get my mod compiled and ready for usage?
HoBoS_TaCo replied to Matrixmage's topic in Modder Support
Check the reobf folder for the class files. -
How do I get my mod compiled and ready for usage?
HoBoS_TaCo replied to Matrixmage's topic in Modder Support
Run the reobfuscate.sh (or .bat) to create the needed class files. -
Why doesn't someone just make a mod that adds ores that all mods could use? Otherwise you could just use Universal (Ultimate? U something) Electricity, it adds a few.
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I know and I use github as well for the detail. I was just pointing this out.
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The latest build shown on the forge changelog is one behind the changelog version. For example log #399 shows the changes for #398.
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private static final ItemStack defaultHeldItem = new ItemStack(Item.swordStone, 1); @Override public ItemStack getHeldItem() { return defaultHeldItem; }
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Yes.
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Did you set it to render the arrow like you would render mobs?
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You can find the error in capitals in the middle of your log. Did you even read it?
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How to add code to base files without changing them
HoBoS_TaCo replied to SchemingWeasels's topic in General Discussion
You could use a tick handler and render up the buttons when the correct GuiScreen is shown. -
Register the entity with: EntityRegistry.registerGlobalEntityID(Class <? extends Entity > entityClass, String entityName, int id, int backgroundEggColour, int foregroundEggColour)
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Mac: Need help getting started with coding!!
HoBoS_TaCo replied to DarklingGX's topic in General Discussion
To run shell files on a mac you use: cd <folder with .sh files> then bash <shell file> It should look something like this: cd /Users/Bob/Minecraft/mcp72 bash install.sh -
Finite Liquid.
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Fatal error starting up minecraft and FML
HoBoS_TaCo replied to Bau51234567's topic in Support & Bug Reports
Don't forget the line 2012-11-18 23:08:46 [sTDOUT] A CRITICAL PROBLEM OCCURED INITIALIZING MINECRAFT - LIKELY YOU HAVE AN INCORRECT VERSION FOR THIS FML Did you even read the error log? -
For some reason my entities spawn fine on the client but on a server they don't spawn properly. On my servers they spawn normally in a small radius around the spawn but as I move away they stop spawning. I register my entities with: EntityRegistry.addSpawn(EntityZombieDayZ.class, 200, 1, 4, EnumCreatureType.creature, DayZ.dayzForest, DayZ.dayzPlains, DayZ.dayzRiver); Anyone have an idea why this is occurring?
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Register blocks while loading (or joining) a world
HoBoS_TaCo replied to miscsubbin's topic in Modder Support
With the use of NBT tags and metadata there should be a way to do it on generation. What exactly is the mod supposed to do and what properties are randomly generated?