Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About galaxyblast

  • Rank
    Tree Puncher


  • Gender
  • Personal Text
    I am new!
  1. My generator is set to send energy out to whatever is next to it and implements IEnergyReceiver. I'm not sure whether or not the pipe also tries to take energy from the generator on it's own. The pipes I'm using are from Thermal Dynamics and I can't seem to find the source for it to check. Though even if I don't use pipes, when I reload the world the GUI doesn't show how much RF is stored, even though there is some there.
  2. package com.galaxyblast.advancedciv.blocks.containers; import com.galaxyblast.advancedciv.tileentity.MagGenTileEntity; import com.galaxyblast.advancedciv.utils.SuperCraftingManager; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.InventoryPlayer; import net.minecraft.inventory.Container; import net.minecraft.inventory.IInventory; import net.minecraft.inventory.InventoryCraftResult; import net.minecraft.inventory.InventoryCrafting; import net.minecraft.inventory.Slot; import net.minecraft.inventory.SlotCrafting; import net.minecraft.item.ItemStack; import n
  3. Okay, so I've been working on a mod using the Redstone Flux API (and a few other mods), and until recently I thought I had everything working. I've tried everything I can think of trying to fix this, but I have no clue. There is one main problem, my Generators' GUI only updates the energy bar when one of 2 things are happening. If it's generating energy, or has an actual machine placed next to it. Also, while the tile keeps it's energy upon quitting, when the world is reloaded the energy bar shows 0, even though the energy is still there. If I put down my generator and start it, then
  4. private void calculateCurrentChanges(World par1World, int par2, int par3, int par4, int par5, int par6, int par7) { int var8 = par1World.getBlockMetadata(par2, par3, par4); int var9 = 0; this.wiresProvidePower = false; boolean var10 = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4); this.wiresProvidePower = true; int var11; int var12; int var13; if (var10) { var9 = 35; //<------------------ This was originally 15, i figured this was were it declared the max strength }
  5. OK, so I'm adding a new redstone wire that has a longer charge, I used the original redstone wire code and I think I found were it declares the length of the charge, but when I lengthen it, it doesn't have a charge, not even 1 block. Here is my code: package net.minecraft.src; import cpw.mods.fml.common.Side; import cpw.mods.fml.common.asm.SideOnly; import java.util.ArrayList; import java.util.HashSet; import java.util.Random; import java.util.Set; public class IronWire extends Block { public boolean wiresProvidePower = true; public Set blocksNeedingUpdate = new HashSet(); publ
  6. OK so I'm working on a mod that has magic tools in it. For many of the magic abilities I don't even know where to start. I'll start with the easiest, the Bow. I want the bow to start out as just the handle, then when you switch to it the bow extends out and puts itself together. With this one my only problem is I don't know how to change the texture upon the user switching to the bow. Next is the pick, I want the pick to be run off a charge, and as the charge goes down the pick has less effectiveness (I already know how to do this). But then when you are within 10 blocks of a mag
  7. I fixed the server and everything, it loads up now. I just had to move the PreloadTextures thing into a different function and it worked fine. But now when I try to join it I the client crashes. Here is the error log:
  8. Ok, now it gives me a different error. I made the change for the tools and the armor and I also fixed one error myself. Here is the new mod_MagicTools: And i did reset the base files back to their original code. Also, like I said before when I try to load up a server with only forge installed it gets stuck on "MinecraftForge v4.0.0.228 Initialized"
  9. Ok so I am making a big mod and I have broken it down into parts. This is the MagicTools piece of it and it works fine on single player, but when I try multiplayer it crashes? Also even with only forge in the minecraft_server.jar it never starts up completely, it only gets to 2 mods loaded? Anyway, here is the error code i get: and here are the mod files: EnumToolMaterial: mod_MagicTools MagicArmor MagicAxe MagicHoe MagicItem MagicPick MagicSpade MagicSword And I
  10. well thanks for trying, I'll try posting on the minecraftforums, see if anyone there could help.
  11. Well, after looking around through RenderPlayer I found were it actually renders out the players. I've been trying to us an if statement to check whether or not your wearing the helm of darkness. But now if I make any form of attempt to look at my guy the game crashes. I'm assuming I'm doing something wrong. Here is the code from RenderPlayer:
  12. Ok so I'm trying to add Hades' Helm of Darkness and camouflage armor to my mod and the helm will make the player completely invisible for a short period of time and the camouflage armor will remove the player's nameplate. However I have no idea how to do this. I've been searching Google for a while now looking for anything relatively close to this. If anyone could help me out and NOT spoon-feed me I will be VERY grateful. Also, if there is a way to make it so the helm doesn't take damage from weapons could you guys tell me. Cause i want it so it has 100 durability and takes 1 po
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.