Everything posted by Animefan8888
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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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[1.10.2] Apply potion effect on sword hit.
First how much Java do you know?
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[1.10.2] How do I get started with Forge Energy?
That depends on what you want your TE to do.
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[1.10.2] Apply potion effect on sword hit.
Because potions cause Effects. There are also (or can be) affects that aren't applied by potions. You are right there, but I fail to see the logic behind that reasoning. All that MobEffects stores is the Potion instances from the Registry. It doesn't store any effects inside of it. And the only link between Potions and Mobs is that potion effects are applied to mobs.
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[1.10.2] Apply potion effect on sword hit.
Don't use numeric IDs, they're not guaranteed to be the same for every save and they're a lot less descriptive than using fields or registry names. The vanilla Potion instances are now stored in the MobEffects class. Ah, very true, but why did MobEffects become MobEffects and not Potions? Kinda like how we have Block and Blocks or Item and Items?
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[1.10.2] Apply potion effect on sword hit.
EntityLivingBase#addPotionEffect(new PotionEffect(Potion.getPotionById(10), 100, 3)); Will give the entity regeneration for 100 seconds and level 4.
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1.10.2 How to edit hitbox for mobs
Override Entity#getCollisionBox
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