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endershadow

Forge Modder
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Everything posted by endershadow

  1. the method only calls once from what I can tell when I tested it, so I'm not really sure.
  2. if you modify a base class for minecraft, then it will most likely make your mod incompatible with many mods. the best way to make a recipe is to put it in the main mod class for your mod.
  3. use this instead GameRegistry.addRecipe(new ItemStack(CRAFTING_RESULT, AMMOUNT), new Object[] { " P ", " G ", " C ", Character.valueOf('P'), ammoProjectile, Character.valueOf('G'), Item.gunpowder, Character.valueOf('C'), ammoCasing}));
  4. actually do you happen to know how minecraft makes the liquid look like it's flowing? and will my liquid be storable in tanks now?
  5. ok it works. now all I need to know is how to make an animated texture for it. I'll see how vanilla minecraft does it
  6. he's using a custom one
  7. I think it's a problem in ObsidianArmor.java
  8. sorry, I didn't mean the method was the error, I meant that I'm not sure what to put for the return type.
  9. I made a model for my block in techne but I'm not sure how to make the block use that model it takes up a 3x3x3 block area, but it isn't a giant cube. anyone know how I could make my block use the custom model? here's an example of what it should look like ---> http://images3.wikia.nocookie.net/__cb20111021171458/codelyoko/images/c/c9/Terre_486.jpg
  10. ok thanks. but I get errors for getRenderType.
  11. in 1.4.7 shiftedIndex was changed to itemID
  12. I have no clue how to make a liquid and I was wondering if anyone could tell me how to make one using forge or show me a code example of one.
  13. change private boolean getBottomRightDiag(int x, int y, int z, World world) { return world.getBlockId(x + 1, y, z + 1) == CodeLyoko.SuperCalc.blockID; } to private boolean getBottomRightDiag(int x, int y, int z, World world) { return world.getBlockId(x - 1, y, z + 1) == CodeLyoko.SuperCalc.blockID; } but I'm not sure about why it makes 4 different tile entities. EDIT: I figured out why. when you right click each of the blocks to open it, it checks if they're valid and then makes them they're own tile entity.
  14. ITextureProvider isn't needed anymore to use custom texture files. so you can delete it and still use a custom texture file.
  15. how are you detecting if it's valid?
  16. If you could show us exactly what you did, that would be great.
  17. but then the tileentity won't open if you click on the other block. right? or atleast they won't be synced
  18. that was the best thing I've ever seen someone link to. lol
  19. oh ok. I want to use it to detect double tapping "w"
  20. In my common proxy I put this public void registerKeyBindingHandler() { KeyBinding[] keybind = new KeyBinding[]{}; KeyBindingRegistry.registerKeyBinding(new KeyBindingHandler(keybind)); } I'm not sure if what i did is correct though. And in my main mod class, in the init function I put proxy.registerKeyBindingHandler(); That's all I figured out so far. I'm new to keybinds as well.
  21. if you want to see how I did it, here's my github https://github.com/Code-Lyoko-Modding/CodeLyokoMod
  22. Don't edit the speed like that. Give the player the potion effect for that. and yes I would like to know how to use keybinding.
  23. It's returning true, but it still won't let me fly. Also do you by any chance know how to do keybinds?
  24. yes the character needs the full set of armor on. allow flying should work, it's worked in the past. and yes I think I set everything up correctly. EDIT: I just double checked that the if-statement was being fulfilled correctly. it was, so the problem is player.capabilities.allowFlying = true;

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