Everything posted by Animefan8888
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[1.11] World Capabilities.
Each chunk has its own coords. World#getChunkFromChunkCoords(x, z) or World#getChunkFromBlockCoords(BlockPos). Then you can get the chunk coords aka the ChunkPos. Or you could just bit shift by 16 from the blocks x and z. And no you should use a World Capability in my opinion because when you save it it will be a lot of data.
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[1.11] World Capabilities.
Nothing except AttachCapabilitiesEvent<World> And then the only other difference is you could also use WorldSavedData. Which I believe is meant more for small data like a few int(s), boolean(s), etc.
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[1.11] World Capabilities.
You will have to map it to each chunk. Like Map<ChunkPos, Integer> chunkData; // Probably going to have to make ChunkPos which will just hold an x and a z.
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[1.10.2] Texturing Custom Melon Plants?
Post the console log.
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[1.10.2] Texturing Custom Melon Plants?
Post your model file.
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[1.11] Overlay Not Updating W/ TE.
It's called from sendUpdateWithInterval which is, itself, not called. So no. I didn't think it was
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[1.11] Overlay Not Updating W/ TE.
Is your sendUpdate method getting called? And you should just put your github in your signature.
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[1.11.2] Register commands
Packets so maybe.
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[1.11] Disable Item Entity Merging for Mod Items
Code will always be needed
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[1.11.2] RayTracing for entities in TileEntity
You could use World#getEntitiesInAABB(...) to achieve this.
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[1.11] Changing BlockPos.
private, protected, public; whatever you want it just cant be static or final.
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[1.11] Changing BlockPos.
Here: Know that I understand what you mean, your blockToBreak field is a static one it can't be that or all instances of your TE will have the same one.
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[1.11] Changing BlockPos.
Could you show what you mean, either with a video or a gif?
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[1.11] return "commands.command.usage"; [Working][unsolved behaviour]
Post your lang file.
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[1.10.2] Player models and more
First you should get antiquated with Capabilities. http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/ http://www.planetminecraft.com/blog/forge-tutorial-capability-system/ This will let you save extra data to the player. Then you will need to get used to OpenGL(if you are not already). This is the main rendering engine for Minecraft. You will need to use RenderPlayerEvent.Pre to override the Players model and render it yourself. The next thing is getting used to GUIs in Minecraft. They are pretty simple in nature. Create an extension of GuiScreen or GuiContainer(if it has Slots for Items). Note Gui#drawTexturedModelRect limits the full texture size to 256x256. Now to edit the players max health you need to use SharedMonsterAttributes. EntityPlayer#getEntityAttribute(SharedMonsterAttributes...).applyModifier(new AttributeModifier(...));
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[1.11] return "commands.command.usage"; [Working][unsolved behaviour]
It has to be lowercase "assets/modid/lang/en_us.lang"
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[1.11] Changing BlockPos.
Try placing the block again.
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[1.7.10] Changing player models and more
Sorry but 1.7.10 is no longer supported on this forum. Once a moderator sees this post it will be locked, so you should update to the latest version or at least 1.10.2.
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[1.11] Having trouble registering entity
Ok try registering your entities in the init method instead.
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[1.11] Having trouble registering entity
Is the mod even loading?
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[1.11] Changing BlockPos.
You have printlns are they printing?
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[1.11] Changing BlockPos.
Not registered, but instantiated/created.
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[1.11] Changing BlockPos.
The digDown method posted works for me, is it being called? Is your TE being loaded? *Edit: make sure to save your blockToDestroy as well.
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[1.11] return "commands.command.usage"; [Working][unsolved behaviour]
They are localized in/from the lang files.
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[1.11] Changing BlockPos.
Could you show your TileEntityBase and IEnergyDisplay?
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