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Posts posted by HoBoS_TaCo
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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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I re obfuscated it, but what exactly did that do? I don't notice anything different...
Check the reobf folder for the class files.
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Run the reobfuscate.sh (or .bat) to create the needed class files.
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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.It's automated.
I personally prefer using the github commit log.
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The latest build shown on the forge changelog is one behind the changelog version.
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private static final ItemStack defaultHeldItem = new ItemStack(Item.swordStone, 1); @Override public ItemStack getHeldItem() { return defaultHeldItem; }
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See here.
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hello, im trying to find a way to render new elements to the in game GUI. im not sure were to start. should i make a tickhandler and tcheck if a tick is a render tick then render the elements i need to render ?
Yes.
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Did you set it to render the arrow like you would render mobs?
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Ok first off please don't respond read EAQ because I did. I downloaded the latest recommended forge from this websit date (11/25/2012 at 3:30 pm Eastern time and I get this error message
You can find the error in capitals in the middle of your log. Did you even read it?
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You could use a tick handler and render up the buttons when the correct GuiScreen is shown.
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There is a way, but I can't get it to work, you can use
@Metadata("MyModID") public static ModMetadata meta;
And modify that, or you can get the metadata from @PreInit.
I had a mess around with it, also with DummyContainer, and didn't have much luck.
Ahh. Do you have any ideas on how I would include the metadata in the code anyway?The mcmod.info is for custom launchers. They can search for that file and read the information directly without searching in the class files for it.
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I'm not sure if this has been asked before but i'm curious to why mcmod.info files are needed in mods when it would be more convenient to code it directly into the mod?
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Register the entity with:
EntityRegistry.registerGlobalEntityID(Class <? extends Entity > entityClass, String entityName, int id, int backgroundEggColour, int foregroundEggColour)
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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
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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?
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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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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?
[Solved]Re-Generating chest items + block onUpdate()
in Modder Support
Posted