
endershadow
Forge Modder-
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Everything posted by endershadow
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you have to tell it to do Aom.Salt.ItemID otherwise it will try to drop something with the unshifted ID.
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that was rude
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the number in the case would be the dimension ID and as far as I know, that's correct.
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Thanks yagoki. I forgot about that.
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what's the problem? I can't help if I don't know the problem.
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so your saying that forge itself puts the block IDs in the config file, but the modders don't change how they have their config stuff set up.
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I'm not sure whether this should be in forum for just java in general or modding with forge, but since this is for a mod I'm making, I'll put it here. I'm trying to make my Item take a class name in it's constructor. so public ItemVehicle(int par1, String entv, String icon) { super(par1); this.maxStackSize = 1; this.setCreativeTab(CodeLyoko.LyokoTabs); entityVehicle = entv; iconString = icon; } String entityVehicle = ""; and then later in the class I want to have something like this EntityVehicle var35 = new entityVehicle(/**constructor information**/) I want to use the string as a class name, so entityVehicle would end up equalling something like "EntityOverboard". Is there a syntax error? Or something else?
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I did read your post. but what if you add a mod that forge decides to load in between the mods that were already added. for example lets say you have mod a, b, and c. you first play with mod a and c so it loads a then c. then you decide to add mod b. because it would load the mods in alphabetical order, it would load a then b then c and the IDs would get messed up.
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or Forge could implement a Block/Item ID clash detection system that lets you change it when you run the game. Then you just distribute the config files if you want to share worlds/make a mod pack instead of having problems if you add mods not already in the mod pack or it loads the mods in a different order.
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in 1.5.1 .setBlock is available
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from what I'm aware of, I don't think it's possible at the moment. although you could make it a crafting recipe instead of smelting recipe.
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he wants to drop two items
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[SOLVED] TileEnity seeming to forget values
endershadow replied to ThatBenderGuy's topic in Modder Support
make sure you registered the tile entity in the @Init method of your mod as well -
take any item and add this code to your main mod class MinecraftForge.setToolClass(ITEM, "pickaxe", HARVEST_LEVEL); HARVEST_LEVEL is an int 0-3 where: 0 = wood/gold; 1 = stone; 2 = iron; 3 = diamond.
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the two arrays need to be of equal length. so this public static boolean[] areRepeating = new boolean[] {false}; becomes this public static boolean[] areRepeating = new boolean[] {false, false}; that should solve your problem.
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put this in the load method GameRegistry.registerWorldGenerator(new TutWorldGen()); and put @Init above the load method. It should look like this @Init public void load () and get rid of the extra set of {} that comess right after the load method on the same line
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when I did that, it made the game crash. Is there a certain place I should put it. EDIT: I fixed it. I had the min, max, chance in the wrong order
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Actually i don't use it anymore. I used it as a substitute until i figured out how to make a multi block structure which i have. I just left the code in in case I needed to use it again.
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I saw that, but by the way it was worded I thought it might be slightly confusing to understand what ashton was trying to say
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yes.
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I think it would be a great Idea to have a way to increase the players reaching range without modifying base classes or using asm. For instance, being able to reach 10 blocks ahead instead of 4. I was thinking of something like this. public FORMAT_PLAYER_REACH_DISTANCE_IS_IN playerReachDistance(ItemStack stack, EntityPlayer player) {} If something for this is already in forge, how would I do it.
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there's four files total that are needed. 1) your TileEntity class 2) a client proxy class 3) a class that extends TileEntitySpecialRenderer 4) a model file made in techne. In your Client proxy, under registerRenderInformation put this line ClientRegistry.bindTileEntitySpecialRenderer(TILE_ENTITY.class, new TILE_ENTITY_SPECIAL_RENDERER_FILE()); and for the TileEntitySpecialRenderer file, copy this file and make any necessary changes. https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/matt/lyoko/render/RenderSuperCalc.java