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endershadow

Forge Modder
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Everything posted by endershadow

  1. that's why I tend to give out pseudo-complete code, where I leave the coder to finish the stuff that requires their code, but I give them the main part. But that's a last resort, I try not to do that.
  2. if you want, you can look through the pre-init method of my mod. here's the code and here's the file if you want it. https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/matt/lyoko/CodeLyoko.java
  3. sorry. I don't. but I wish i did
  4. what do you have for the code so far?
  5. this might be useful for the ban hammer mod I'm planning on making.
  6. you would return the second Icon
  7. it sets the source cable to itself on initialization, but when it recieves a signal, it sets the source cable to where it recieved the signal from. for some reason it doesn't want to detect it as being correct.
  8. player.inventory.setInventorySlotContents(slot, null); but you need to iterate throught the players inventory to get the slot.
  9. I'm making a cable for my mod, but it seems that the data being sent gets sent back through the way it came. Does anyone know what I'm doing wrong or forgetting to do? https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/matt/lyoko/entities/tileentity/TileEntityCable.java https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/matt/lyoko/blocks/BlockCable.java
  10. this only happens on a dedicated server. here's the code. https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/matt/lyoko/blocks/BlockLyokoTower.java https://github.com/code-lyoko-modding/CodeLyokoMod/tree/master/matt/lyoko/particles
  11. copy buildcraft's oil code from their github.
  12. you should render it differently based on meta-data. Then the corner pipes can have a different model per meta-data.
  13. how about you make a method for each area that can have a part and make them accept a byte as a parameter. and based on the byte you could render the parts differently. where 0 is none, 1 is cannon, 2 is arm, etc.
  14. you need a custom Item renderer and a model file.
  15. thanks everyone for your help. I wrote that code at 12 midngiht after a long day and only 5 hours of sleep the night before.
  16. when I place the block, the game crashes and gives a null pointer exception. I'm not sure why it does that, but here's the method where it occurs. @Override public void onBlockAdded(World world, int x, int y, int z) { int randBlock = rand.nextInt(Block.blocksList.length); world.setBlock(x, y, z, Block.blocksList[randBlock].blockID); }
  17. Thanks! that fixed it.
  18. maybe, but if I call it in the method that draws stuff in the foreground, then the visual is shifted down and to the right.
  19. Okay, I've got everything working except that the text box appears behind the GUI. for now I have the text box partially visible from the side. anyone know how to make it appear on the top?
  20. It's a text field not a button. And I have absolutely no clue how to do steps 1-3
  21. now I have a new problem. the text box is hidden behind the GUI screen. I put it on the screen on line 83 of the previously linked file. when I put it in drawGuiContainerForegroundLayer the text box isn't correctly displayed. EDIT: also, how would I change a variable in the TileEntity through the GUI? I have some basic packet handling stuff set up in the corresponding files, but it doesn't even change the client side value.
  22. I tried what you said I should do, but it returns a NullPointerError when I open the GUI. it says the error is on line 76 of this file. https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/matt/lyoko/client/GuiTowerConsole.java I'm not sure why it gives that or how to fix it.

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