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AceScottie

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Everything posted by AceScottie

  1. Updated github code so people can view it better there. https://github.com/AceScottie/OreManager/tree/master/OreManager
  2. Someone please help. I have spent the last 6 hours on this trying every combination of par1, par3, ==, !=, 0, 1,2 and everything else i could and still nothing. no searching on google, minecraftforums or forgeforums has helped me in the slightest. I've even taken into looking at source code from EnderIO and Thermal Expansion and that has not helped me either.
  3. Not sure if this can help you at al but i used a random code in one of my other mods. Setting 2 ints out of 10 is same as a 20% chance.
  4. Hello, I am trying to get my ISidedInvnetory code working how i want it. Basically 1 have 2 slots, I wan to import into slot1 from all sides and export from all slots from slot2/ MY code so far. Been messing with the canExtractItem() functions for a while now and altough some stuff has changed i still cant get the right sides working. If i knew the difference between par1 and par3 or what part of it is import and what is export i would be able to manage.
  5. Thanks dude. now i know my ISidedInventory code inst working how i want. no crashes though so that's good
  6. Yea i already tried them but they only have limited capabilities. i want to import from the bottom and export from the top and sides and see how that affects things. with hoppers its only export from the bottom and import from everywhere else. I already got that working after messing with my ISidedInventory code.
  7. Hello. I have been looking around for a mod that has the capability of transferring items into an inventory. The problem is i need a Development build of the mod that will work in an Eclipse environment. I know IC2 has one but that has no item transfer blocks that i am aware of. Can someone please link me any dev build of a mod that will work so i can test my ISidededInventory code please.
  8. [sOLVED] The problem was i had too much code I had some left over code after bug ficxing an Item duplication bug (i put 9 slots in a 2 slot GUI). Fixed it now. In my Container class i have removed the following lines
  9. After a little bit of searching i can safely say the issue im having is with my Container class. I have found a little code online that i will post below which dose fix the ghost item but, however creates a few of its own. ~Firstly it only accepts ores (this is what i wanted anyway but may have to be modified for others) ~Secondly I can only shift click into the GUI, i cannot shift click them out. ~Lastly The very top left player inventory slot cannot shift click into the GUI There are some lines commented out of the code, these lines were causing me to crash after a little while. I am currently in the process of comparing my original code to this one but to make sure ill put my code here
  10. still same, no change at all. Dont know if this helps at all but a few related bugs are: Shift clicking will put items into slot2 (if slot1 is full) even though its set not to receive items (cant place them there by normal methods). Using a hopper with more than 1 item will destroy the stack and only leave 1 item(both on input and output). Updated github with new code https://github.com/AceScottie/OreManager
  11. its suppose to check if world.isRemote then open up the GUI ... i think ? Im watching a few tutorial series and that was one of the things in it.
  12. anyone available to help with this ? i cant do anything else until this part is done.
  13. sorry i literally just realized what you meant by this (i think). You mean my Tile Entity class IS my IInventory class ? i feel really stupid now Anyway i posted a link to a github with it all on so you can see everything i have. Please ignore any junk code i got rid of the for(int i = 0; i < 1; i++) part already as that was making another part stupid to manage.
  14. Ok i added the !world.isRemote but still no change, not getting any errors and i have tried it with and without the other pieces of code in that function.
  15. Just to confirm is that the code in the blockOreChanger class ?
  16. Not too familiar with GitHub so i do apologize if this is wrong, but here is the link https://github.com/AceScottie/OreManager/tree/master/OreManager
  17. I dont Have any IInventory class of my own. am I'm importing the one from net.minecraft.inventory.IInventory I dont know if this will help with solving this but i have uploaded all my source code to my dropbox account so it can be downloaded quickly and easily. [edited out] Oremanager.zip [/edited out]
  18. Yea there is a lot of unused or unneeded code while I'm working on it. i generally run optimizations after it actually works so I know i can test other things if what I'm doing isn't working. My GUI class and i don't actually have a custom IInventory class. I was trying to get ISidedInventory working but this lead to some strange issues so i plan to take a look into that later. Right now my TileEntity Class just extends IInventory (net.minecraft)
  19. I thought it was a pretty basic class so i haven't looked much into this one. actually thinking about it, if this is because of a serverside - clientside issue it may have something to do with my proxy classes. Back when i first started modding having a clommon proxy and a client proxy really messed up the mod i was working on and just kept throwing out errors. removing the classes made the mod work so i paid hem no mind. Just in case ill include my current client proxy although my common proxy is completly empty apart from the basic public class commonproxy line
  20. I have looked into this quite a lot and all the usual errors are not present in my code. Whole creating a new container and shift-clicking items in or out of the container, the items will leave a ghost item behind. After looking around its mostly the slotObject.onSlotChanged(); area that needs to be added or edited however i already have that code as it should be (i think). Container.class any other information can be provided on request. I am still learning java so please show examples if necessary. I don't like to copy paste code, i like to know what the code does and how it does it. (This is an old mod i plan to update to 1.7.10 once i finished this section of it)
  21. Sorry i forgot i ran SRG first and due to bad modding tutorials i ended up deleting that version and rand the non SRG version instead. Thank you for pointing out this information i have been at this for 3 days believe it or not
  22. No i did run the SRG More info with actual error and source of error. BlockGen
  23. I made the mod for 1.6.2 in the first place and it may be stupid but for someone who has a server for 1.6.2 with over 150 creative mods updating to 1.6.4 would take days. Secondly the mod fails to launch in 1.6.2 as one of my Blocks has a Class not found error for 1.6.2 I simply want 1.6.2 so i can go on and fix said error and go about my business. and to call anyone using 1.6.2 stupid is a bit pompous wouldn't you think? A lot of people made server for 1.6.2 and they may not want to loos mods that were not updated to 1.6.4. I just want to know how to fix the error with 1.6.2 Forge, im not really looking for any opinions, If you want to make an opinion on anything look for pepole asking for that information
  24. I am not making a mod for 1.6.4 using 1.6.2. I am trying to downgrade my mod from 1.6.4 to 1.6.2 so it will run in MC 1.6.2 I just cant install forge 1.6.2
  25. Hello. Having issues with installing 1.6.2 Forge scr Log below http://i893.photobucket.com/albums/ac139/AceScottie1/162error_zpse351af72.png[/img] Can someone please make a up to date guide on how to install or Post a solution to this error. I have been updating my mod (code wise not version) and i originally had the mod set up for 1.5.2 and 1.6.2 but a lot of changes to the coded needed to be made. I have managed to ge it working for 1.6.4 but there is errors for 1.6.2 and the whole point i updated it was for 1.6.2. Any help here would be appreciated. Please not not using 1.6.2 is not an option.
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