Everything posted by Animefan8888
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[1.11.2] swapping blocks in a chunk issue
Just create a method yourself that takes in a x and z and iterate from y = 0 to the height you want.
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Basic Mob Entinty code Crashed Minecraft
Also look at these lines of the crash: at com.clowcadia.mob.EntityClowcadia.createEntity(EntityClowcadia.java:56) at com.clowcadia.mob.EntityClowcadia.registerEntity(EntityClowcadia.java:49) at com.clowcadia.mob.EntityClowcadia.mainRegistry(EntityClowcadia.java:44) at com.clowcadia.mob.EntityClowcadia.PreLoad(EntityClowcadia.java:27) Somethings wrong... Why did you quote that?
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Basic Mob Entinty code Crashed Minecraft
Remove registerEgg you are already registering one with registerModEntity.
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Basic Mob Entinty code Crashed Minecraft
mainRegistry() does nothing...
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1.11.2 Custom Crafting Table
You should use a InventoryCrafting look in ContainerWorkbench.
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1.11.2 Custom Crafting Table
Extend Block and override Block#onBlockActivated
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Basic Mob Entinty code Crashed Minecraft
Your code never gets called because you never use the FMLPre/PostInitializationEvent or the FMLInitializationEvent. Or any other mod life cycle event.
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1.11.2 Custom Crafting Table
No it does not need a TileEntity. You only need a TileEntity if you want to save the slots. You return a Container in getServerGuiElement and a Gui in getClientGuiElement. The container is the Server sided object of a Gui and the Gui is the Client sided one GuiScreen extends Gui. You add slots to it. When you add the Slots to the Container it will have it's position automatically made relative to the Gui and it will be measured in pixels. You use the Gui methods drawTexturedModelRect... to draw images on to the screen. You should draw that using Minecraft#fontRenderer or this.fontRenderer in your Gui in the method drawGuiContainerForeground, and you should be using GuiContainer as your super class for your Gui. Use EntityPlayer#openGui in Block#onBlockActivated This would take way to long for me to explain, but I suggest looking in the vanilla Crafting Table Container. Capabilities are basically does this Object have an Inventory or IItemHandler Capability? If so give it to me and let me access it from a particular direction. As stated above GuiContainer or the Crafting Tables Gui if you can salvage some of it's methods and Container or the Crafting Tables Container once again if you can salvage anything from it.
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Basic Mob Entinty code Crashed Minecraft
Diesieben already found the problem.
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registerModEntity Resource Location?
If you are using the new ResourceLocation in the EntityRegistry.registerModEntity then you don't even need that method.
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registerModEntity Resource Location?
I see, what does it say when you hover over it? You can basically ignore that it is saying that the class might not extend Entity.
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registerModEntity Resource Location?
You missed the new in the code I presented.
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registerModEntity Resource Location?
That is the first parameter in registerModEntity.
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registerModEntity Resource Location?
new ResourceLocation(modid, identifier/className/entityName); You can get the modid from your @Mod class, the next parameter can be whatever you want, but it must be specific to the entity.
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registerModEntity Resource Location?
Basically the ResourceLocation is an ID think of it as a registryName just like Items and Blocks.
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[1.11] What could I do to render a custom IBakedModel faster?
Could you show the code for the IBakedModel, and when do these performance issues happen?
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API for custom mob interaction with chest or any item/tile.
You would just do all of the functionality in the Entities AI. I would like to clarify something, when I said you will need a FakePlayer I meant for if you want to break a block and have it's affects like that of a EntityPlayer doing it.
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[1.10] Defining recipes with stacks with NBT data that can be anything, but only if they match
Specifically from your mod(1)? Or a specific Item from your mod(2)? I would take the registry name and get the domain (modid) and compare it to my modid. Then yes that would be the best way to check.
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[1.8.9] Multi-Block Structures
What you need to do is determine how to check if the structure is complete. I would use the TE to do this and there are multiple ways to do this, but since you are using vanilla blocks that does limit it a little. You will need to implement ITIckable (not the client/sound one) on your TileEntity which will give you a method called update. Use this to check the positions that the structure should exist at.
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[1.10] Defining recipes with stacks with NBT data that can be anything, but only if they match
You need a custom IRecipe implementation and add the recipe with GameRegistry.addRecipe(new IRecipeImp(...))
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API for custom mob interaction with chest or any item/tile.
You would need to create a FakePlayer for things that require a EntityPlayer, and for Chests and other inventories you would have to access those via the TE in the world.
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Block with blockstates don't render as item models
This is your registerBlock Method private static void registerBlock(Block block) { GameRegistry.register(block); ItemBlock item = new ItemBlock(block); item.setRegistryName(block.getRegistryName()); GameRegistry.register(item); } Which also registers an ItemBlock for the block you have a custom one so you cannot do that.
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Block with blockstates don't render as item models
No that is not wrong, could you post where you do the rest of your ItemBlocks.
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[1.8] How to "hook" into crafting table for custom item treatment
I believe Choonster is saying this for inter-mod compatibility. Say what would happen if a mod did call them "out of order". Your I recipe will think that there is a staff at the last index specified by the matches method (or 0 because that is the default value).
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Block with blockstates don't render as item models
I believe you are registering a normal ItemBlock stil in your ModBlocks class or where ever you register your Blocks and there ItemBlocks.
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