Everything posted by Animefan8888
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[1.11] Special tile entity renderer
How much Java do you know?
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[1.11] Special tile entity renderer
What you need to do is access the BlockState of your block where the TileEntity is and check the FACING property and get the Facing from that.
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Can't install due to network issue (possibly)?
Could you post the normal out out aka without the "--debug"
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[1.10.2] Extending/attaching additional data to itemstack?
Is there a reason you are using Double instead of double? And it seems that it is null whenever your packet is being sent, which means that when you initialize it in the constructor you must be passing null.
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Can't install due to network issue (possibly)?
Is it JDK or JRE?
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[SOLVED] set the container item for only select metadata items
Use getContainerItem(ItemStack stack)
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[1.11] Multi-part Item
IItemPropertyGetter look at the vanilla compass, or look at Tinker's Construct's code on github.
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[1.11]Getting active potion from entity
Then how do you know that what you have "tried" dosnt work?
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[1.11]Getting active potion from entity
Post your current code
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[Solved] [1.11] Is the RF API outdated?
Not really, the Javadocs should explain all you need to know. IEnergyReceiver is for machines and can be used for Storage devices as well. Though Ender IO doesn't use this. IEnergyProducers are generators and things that output energy. IEnergyConnection is just something that connects to pipes but does not really use Energy. TileEnergyHandler is an example of these.
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[Solved] [1.11] Is the RF API outdated?
Just a note if you plan on having compatibility with Ender IO you need to have your producers/generators push the energy out.
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[Solved] [1.11] Is the RF API outdated?
RF API has been updated to 1.8 and should work on 1.11 and 1.10 here is a link https://github.com/CoFH/RedstoneFlux-API/tree/1.8/src/main/java/cofh/api
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Struggling with Blockstate
Added. Don't use Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register Instead use ModelLoader.setCustomModelResourceLocation Don't use item.getUnlocalizedName Instead use item.getRegistryName and don't append your modid to this.
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[1.10.2] hasContainerItem/getContainerItem no longer working
The red 0 means sttacksize 0. Which means that the stack's size is being decreased, so if you create a new ItemStack instance its size will not be decreased, you could also increment the size by one if you wanted to.
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[1.11] Custom tool - custom drop
Do you override getStrVsBlock in your Items class? What ToolMaterial did you use?
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[1.10.2] hasContainerItem/getContainerItem no longer working
Seems like you need to return a new ItemStack now instead of just the original itemstack just damaged.
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[1.7.10]Minecraft CodeChickenCore error
First thing 1.7 is no longer supported. Second core-mods are not supported here either, and finally wrong section of the
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[SOLVED] [1.10.2] Container won't save contents and gives error on login
Oooh, great idea. Let's see... I'm still trying to wrap my head around all this, so how would I go about that? Would I need to create a new capability to attach to my tile entities? Could I somehow wrap it into the ItemStackHandler stuff? NBTTagCompound#setInteger
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Overriding Minecraft's Health System Question
I could see a not so much compatibility error with Tinkers Construct and other mods that effect the health, unless you rely slightly on the vanilla implementation of health.
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[1.11] [TESR] Weird shadow overlay on rendered item.
Look in RenderEntityItem start at line 112
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[1.11] How to add custom arrows for vanilla bow?
new IRenderFactory
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[1.11] [TESR] Weird shadow overlay on rendered item.
It might be this RenderHelper.enableStandardItemLighting();
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need help w/ textures block and item
I meant in game do they have different names.
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need help w/ textures block and item
Do they all have different names? And is that log up to date?
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Overriding Minecraft's Health System Question
Overriding Minecrafts health system would be rather interesting and you would probably run into some hard, but fun bugs. I would start by creating the capability that stores the new health value. Then I would use the LivingHurtEvent and LivingHealEvent to calculate damage and healing and I would change the health of the entities vanilla only if a config setting is on, because you can end up with some rounding errors for the health conversion, and then I would only actually update it client side.
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