Everything posted by Animefan8888
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[1.10.2] How to update progress bar(Custom abilities)
Also I don't think your Packets are Thread safe...you need to schedule a task.
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[1.10.2] How to update progress bar(Custom abilities)
In your handleClientSide method you need to access the value and change it to the one you save in the toBytes method and you also need to read it from the fromBytes method.
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[1.10.2] Rendering TileEntity with 3D items : TileEntitySpecialRenderer or not ?
No it is not, you can use an IBakedModel and add the BakedQuads of the item you want to add to the rendering ones. This is because TESRs draw themselves to the screen every single frame. Only if they where placed close together, and not done efficiently.
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[1.10.2] How to update progress bar(Custom abilities)
Ok...now that I see the AbstractPacket class I understand what he was doing, I thought it was a vanilla class. I.e., in the package there's nothing to add? Look at loordgek's post for an example of what you are doing specifically.
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[1.10.2] How to update progress bar(Custom abilities)
That is not what you are supposed to do...
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[1.10.2] How to update progress bar(Custom abilities)
That is explained in the link I sent you. OK, I will ask then as I through the pack to pass to the client player IStamina values? The SimpleNetworkWrapper field you created has methods for sending packets you want SimpleNetworkWrapper#sendTo(IMessage, EntityPlayer) which will send the data to the specific player. I know how to send! How send do I stamina to pass the data inside the package? new StaminaUpdateMessage(stamina);
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[1.11]Simplest way to render a "tint" over some block.
He isn't doing it to just his own Blocks. Edit: Also I do not believe that IBlockColor can add a "tint", or transparent layer.
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[1.10.2] How to update progress bar(Custom abilities)
That is explained in the link I sent you. OK, I will ask then as I through the pack to pass to the client player IStamina values? The SimpleNetworkWrapper field you created has methods for sending packets you want SimpleNetworkWrapper#sendTo(IMessage, EntityPlayer) which will send the data to the specific player.
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[1.10.2] How to update progress bar(Custom abilities)
That is explained in the link I sent you.
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[1.10.2] How to update progress bar(Custom abilities)
Using packets. http://www.minecraftforge.net/forum/index.php?topic=20135.0
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[1.10.2/1.11] Change Tool Durability Based On Dimension
I mean that the max changes when in a different dimension. E.g. 32 in the Overworld 512 in the Nether. How would you handle the damage being greater than the durability, ie i am in the nether i use it more than 32 and then travel to the overworld? But you could do this through Item#getMaxDamage() and a capability that holds the dimension id the holder is in, which can be updated before it takes damage.
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[1.11] Differentiating Energy Producers/Receivers
It has a canExtract and canReceive methods use them.
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[1.10.2/1.11] Change Tool Durability Based On Dimension
I think it depends on wht you mean by change the durability. Do you mean it will have separate durability amounts in different dimensions or that the the max changes when inside different dimensions?
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[1.11] Changes to addEnchantmentType
A predicate is a functional interface. It has one method a boolean, and i assume in this context it would be if the enchantment type can be applied to the item passed.
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[1.11]Simplest way to render a "tint" over some block.
I think you would need to use the RenderWorldLastEvent
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[1.11]Simplest way to render a "tint" over some block.
When you say you want to add a transparent tint over the block, when do you want to do this? Is there any example you could give?
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I need some guidance registering Colors Blocks
So I should create a class for my ItemBlocks and set there the meta for each color? Yes assuming when you say color you mean it is going to have different Item models. Because you can always you IBlockColor.
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[1.11]Simplest way to render a "tint" over some block.
What that does is when a Blocks block state has the EnumDyeColor as a PropertyEnum on it, changes the color/state of the block.
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I need some guidance registering Colors Blocks
Because there is no meta for your ItemBlock.
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1.11 Messages don't translate outside of development environment.
Why not just test it yourself?
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Get bock from ItemStack 1.10 and 1.11
That returns the correct block, your problem is that you are not considering metadata.
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Get bock from ItemStack 1.10 and 1.11
The bed and door don't have ItemBlocks associated with them, if you want to get the ItemStack associated with a Block call Block#getPickBlock().
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[1.10.2] Good place to learn about MCMultipart
Probably reading the JavaDoc of MCMultipart.
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[1.10.2] Generic question on doors
Why not just look at BlockDoor?...
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[1.10.2] Apply potion effect on sword hit.
"#"'s are not used in Java for any actual programming. They are used to denote that what comes after it is a method and is not static so no confusion comes. AKA EntityLivingBase.addPotionEffect(...) is different from EntityLivingBase living = ... living.addPotionEffect(...)
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