Everything posted by Animefan8888
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[1.10.2] [SOLVED] Event stops working after relog
What you need to do is call markDirty after setting the bame, as names are saved to the disk, but they need to know they need to be saved. setCustomName is a method in TileEntityChest specifically. And it exist is 1.11
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[1.11] Sharing Energy Issue
Check a 5x5 area and extract power from the energy providers. Then check the 5x5 space again and transmit the energy to 'machines'. Finally balance the energy in the tethers within the 5x5 area. You should do it in steps not all at once. Also something I feel I need to say. Ender IO works on a push based system, meaning you cannot extract from Ender IO generators or capacitors. They will have to push to you.
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[1.10.2 | 1.11.2] [UNSOLVED] Forge Energy
Probably just RF because a lot of RF mods have adopted the Forge Energy capability.
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[1.10.2] [Solved] Sending Vanilla Title Packet to Player
EntityPlayerMP player.... player.connection.sendPacket(packetIn);
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RAM and performance
I think the "problem" is that you have a lot of Items and Blocks. I don't think there is anything you can do about this.
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RAM and performance
I would suggest uploading your mod to github or some other service and allowing people to take a look. And secondly not sure if you allocated more than one gig of Ram sense Minecraft limits this to 1 at runtime, so that it does not lag/take all the computers ram during moments it needs more.
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[SOLVED] How to store multiple values with a single capability?
Think of NBT as a file system. You have folders which are NBTTagCompounds and NBTTagLists. Then you have individual files which are the individual save elements like NBTTagDouble. And each had a file name. Calling NBTTagCompound#setDouble(fileName, value) Creates the file under the folder and has the file name as its identifier.
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[SOLVED] How to store multiple values with a single capability?
When saving use an NBTTagCompound instead of a single NBT...
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[1.11] Converting .OBJ files to .JSON?
You can use obj models instead of JSON models.
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Check for entitiy at location.
An AxisAlignedBB can even take in a single BlockPos so the you want it is similar.
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[1.10.2] {Solved...?} Shift-Clicking Duplicates
Is there a reason you have overrided mergeItemStack? And here is a transfer stack in slot tutorial http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571051-custom-container-how-to-properly-override-shift
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[1.10.2] Registering Tile Entities with IDs
Yes
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[1.10.2] How do I get started with Forge Energy?
Extending EnergyStorage allows you to add custom method logic to specific methods without having to code the entire class. While implementing IEnergyStorage requires you to override all the methods and "add" logic to them.
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[1.10.2] Registering Tile Entities with IDs
I said it is not getting initialized before it is being used, try FMLServerAboutToStartEvent.
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[1.10.2] Registering Tile Entities with IDs
It seems like your RegistryInformation field in EnderRegistry is not initialized before you use it.
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(SOLVED) [1.11] HarvestDropEvent
Should be event.getBlock() == Blocks.whatever
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[1.11] Chunk Values Returning Null
Show what you did?
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[1.11] Chunk Values Returning Null
You need to convert to double or float; something that can support decimals.
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[1.10.2 | 1.11.2] [SOLVED] Custom GUI
Well, I would guess updateProgressBar, but this would be a new method, because it does not exists in the default Container class and is also not overriden in Furnace (there it is created). But this method seems also to be just there, but not used... atleast in TileEntityFurnace and in the GUI and in the Container itself, eclipse couldn't find any place where it's called. It does override updateProgressBar and it does exist in Container. ContainerFurnace just doesn't have the @Override over it.
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[1.10.2 | 1.11.2] [SOLVED] Custom GUI
You also need to override another method that has a similar name to sendProgressBarUpdate.
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[1.10.2 | 1.11.2] [SOLVED] Custom GUI
You need to sync it to the client, if it can be converted to a number then look at ContainerFurnace. Other wise you need to use packets.
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[SOLVED] [1.10.2] Rendering the inside of a block
You override getActualState in your Block class. This will return the default state with 6 values; boolean values. Each one will represent if there is a block that is not air. If there is a block that is not air it will add to the model using forges submodel system. Meaning you will use a forge style BlockState. You will also have to override getMetaFromState, getStateFromMeta, createBlockState. What do you mean? I know Blockstates would probably be better but I find it a pain setting up the blockstates and all... I think I found it! I just had to set a cullface for the elements! But now the planes of the block below and my block are z-fighting (I think that's the right word). How do I fix that? You will have to make one face slightly closer to the middle of the block or slightly farther from the block.
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[SOLVED] [1.10.2] Rendering the inside of a block
There would be a way... "north": { "texture": "#all", "uv": [ 0.0, 0.0, 0.0, 16.0 ] }, You specify the face in the model. But the BlockState part is definitely the correct way to go.
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[1.10.2 | 1.11.2] [SOLVED] Custom GUI
You need a container for the players inventory.
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[SOLVED] [1.10.2] Rendering the inside of a block
How did you do it before?
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