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endershadow

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Everything posted by endershadow

  1. that is correct, but you're using the method for the server to get the gui and not the method for the client. If I'm correct, the most efficient way is to do it like I've done here. https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/matt/lyoko/client/GuiHandler.java
  2. actually, all you would need to do is give it a normal collision box. it's slightly lower than a normal block, hence why you sink into it.
  3. you could always use a block placed event (if it exists) and if it's the wrong block and the wrong dimension, then you can cancel it.
  4. exactly what I thought
  5. the radioactive lead is used by my mod (the code lyoko mod)
  6. I'd like to submit all of these www.minecraftforge.net/wiki/Common_Oredict_names
  7. For the mod I'm making, I need to save the players dimension and coordinates when they do a certain thing. I then want to be able to get that data when the player types in a command so that they can teleport to that location. I thing I need to do something with IAdditionalEntityData or something but I'm not sure. please help. Oh! and I also have the command set up already. I just don't know how to make it teleport the player. https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/matt/lyoko/handlers/CommandHandler.java
  8. I found this link a while ago. I think it might be very useful here. http://www.minecraftforge.net/wiki/Common_Oredict_names
  9. I was wondering if anyone knew of a good way to test whether or not a multi-block structure accepts piping correctly without having to recompile and reobfuscate every time I attempt to modify it. I also already tried putting buildcraft into mcp by downloading the source code from their github, but it caused the game to crash by saying that it couldn't make my mods instance a buildcraft instance (or something like that). any help would be appreciated
  10. you could save the dimension in a variable, and then look at it again later and see if they are the same. I did something like that for my energy-esque network.
  11. you could get the worldObj from the player. so it would look i little like player.worldObj.provider.dimensionId
  12. you're not. it's just that no one knows the answer.
  13. I got it work. I just had to use world.notifyBlocksOfNeighborChange(x, y, z, this.blockID);
  14. well, does anyone know how to make my block "transmit" data to adjacent blocks of the same type. I seem to have found a good method of doing it, I just need to figure out how to get it to work. any ideas?
  15. ok, it calls the method, but only on block place/remove. how do I make it get called on right click.
  16. I'm not sure if it worked or not, but I can't tell because onNeighborBlockChange isn't being called when it should. any idea on the problem now?
  17. I'm not sure this would work because I'm only given the block ID of the block that changed. it doesn't provide the functionality I need. any other Ideas?
  18. I've tried my best to trouble shoot this, but I can't. does anyone know what I'm doing wrong with this? The problem is that when i right click it, it only updates itself, not the adjacent blocks. any help appreciated. 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
  19. you can use the method setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int x, int y, int z)
  20. you could use a switch statement. switch(meta) { case FIRST_VALUE: RESULT_1; break; case SECOND_VALUE: RESULT_2; break; case THIRD_VALUE: RESULT_3; break; default: RESULT_4; }
  21. I think it would be a good idea for someone to lock this thread to keep this from continuing. And do you see what you guys are fighting about? You're fighting about how AssassinHero learns. That's as stupid as fighting over opinions.
  22. WOAH!! Don't over-react.
  23. only item Ids are offset. block and any other ID is the same as the config (correct me if I'm wrong).
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