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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. I've got no idea, maybe @diesieben07 could shine more light on this.
  2. NBTTagCompound#getKeySet OR you could use an NBTTagList which may be easier.
  3. No No, use the default NBT stuff, you can convert the BlockPos to a string and use that as the key for the health value, either by directly changing the xyz to some string and parsing it, or by converting it to a long via BlockPos#toLong and converting that to a string.
  4. No, you could create a Map<BlockPos, Float/Integer> which will map a x,y,z to a health value.
  5. Two things, you never load the IItemHandler capability with your ItemStacks. And second of all you need to pass your IItemHandler ItemStacks to your block when you place it.
  6. Could you imagine supporting all of the versions of forge? Theres a lot of them, and thats a lot of changes. The minecraft forums would support it.
  7. MinecraftForge.ORE_GEN_BUS.register(target);
  8. Subscribe to the OreGenEvent.GenerateMineable and set the result to deny. And create your own world generator to generate the ores and register it with GameRegistry.registerWorldGenerator
  9. Is the model going to be animated? If not dont use a TESR use the normal model system, forge adds support for obj models.
  10. Entity can be cast to EntityLivingBase or EntityPlayer, which has those methods. Also you should use an instanceof check.
  11. Returns an Entity, getHeldItemMainHand is a method in EntityLivingBase.
  12. Your comparison will still not be true. This would still work...that method still exists.
  13. You put vertexes into it and that creates a face, which is assigned a texture via the points you specify as floats as a 0-1 scale by the bound texture. Which is bound from Minecraft.getMinecraft().getRenderManager().renderEngine.bindTexture(resource); Or an instance of RenderManager/TextureManager that you are provided. You call BufferBuilder.begin(VertextFormat) then bufferbuilder.pos().tex().normal().endVertex() for all of the vertexes you need. Then finally call tesselator.draw. If you need an instance of these, use Tesselator.getInstance() and then to get the BufferBuilder instance use Tesselator#getBuffer().
  14. If you are dead set on this idea you will have to create a BlockPos to int Map kinda thing and save it to the world yourself.
  15. Yes that is the appropriate way. Create a Gui class that extends the one the Players inventory uses. You dont need to make packets unless you wanna do something special. Minecraft already has packets for inventories.
  16. Those are all handled automatically with the vanilla stuff.
  17. I didn't see this message. Could you post a picture of your folder?
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