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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. You will have to add your own render layer to the player and have it render when your items are in the armor slots.
  2. You add those slots the same way, but intead you need to use SlotItemHandler and your ItemHandler (ItemStackHandler) instead of InventoryPlayer.
  3. Alright! Got the whole GUI on, and the whole container is working! Now, new problem! Whenever I put an item into my chest, it puts it to ALL slots. http://gifmaker.cc/PlayGIFAnimation.php?folder=2016122007Qwb7lW4kOtkg67s24yWT82&file=output_bafjiL.gif I feel I made another stupid error Code...
  4. Then try returning null, and if that doesnt work return a new Container or if you have one a new CustomContainer.
  5. What interface, where is it stored?
  6. The full file is 256x256 What about the actual image you want to display. Ie most vanilla guis are only actually 176x166. And
  7. Cant you extend GuiEditSign? If not you will need to recreate it in your own class.
  8. Make a map that takes their username to their display name. Then whenever the command is ran change the nickname in the Map. Save the map to the disk, either yourself using a txt, using the forge config, or even to the World using WorldSaveData or even a World Capability. And I didn't understand the first problem...
  9. I believe this is doable with a IBakedModel implementation and I don't think there is much documentation on them at the moment, though I may be wrong, and if I am I would very much like to be corrected. If you do not know how to make an IBakedModel implementation use a TESR at the moment. I suggest adding some boolean(s) to your TE that determine if the slots have changed, overall if the items need to be re rendered to the Screen. Edit: To actually render the item in the TESR look at using an EntityItem and how it renders to the screen.
  10. This is like one of three mods that I've made, the other two having been spread out for the past two years (for like one day each) so I'm still really new to modding; sorry if it's terrible or follows bad tutorials. The 'dev' packages are the mod I'm using to test stuff, the 'lib' packages are internal, and the 'mgt' packages are the usable library (although not usable yet because I've hardly written any of it haha). The only thing I don't really see the meaning of is the mgt package. It should be contained in your lib package, but just not under the internal packaging. And I am actually really excited to see this in action, mainly how you planned it out. After hearing that you were doing this it sparked me to try something similar. But judging from just your files we have gone in different directions.
  11. If it is a NullPointerException something is null and it is your job to find it.
  12. Guess number one. You need to register your RenderCheeseMirror, because it contains a RenderTickEvent.
  13. How do I do that? Also I did some more testing and noticed that the block's color gets reset even when the chunk gets unloaded... World#playerEntities. I will let you decide what to do with that. But I will say that there should be an alternate way, that is internal. But I can't think of any reason as to why it is not functioning. Try setting a break point in your readFromNBT method.
  14. Don't send it to the server....you need to send it to the player/client.
  15. Yes. In my CommonProxy in preInit GameRegistry.registerTileEntity(TileEntityConcrete.class, "bbconcrete"); Try sending the update packet, somewhere other than right click. Where for example? I'm already trying to send it in the updateTick method, but that seems to do nothing. You may be able to do that in the TileEntity#onLoad() method.
  16. Yes. In my CommonProxy in preInit GameRegistry.registerTileEntity(TileEntityConcrete.class, "bbconcrete"); Try sending the update packet, somewhere other than right click.
  17. Is your TileEntity registered?
  18. Most people aren't aware of it. Also, the difference between PNG-24 and PNG-32 is that PNG-32 supports transparency (the link earlier was 8 vs. 24, which is color depth; still true going to 32, but its about where those 8 bits get assigned). PNG-24 should work and I suspect that merely re-saving the image fixed things. But for shits and giggles I stripped the alpha off one of my textures in GIMP to see what happens (GIMP automatically selects PNG-24 or 32 based on whether or not any layer has an alpha channel). And....loaded in just fine. Yes I went and looked for myself what the PNG-32 is, but thank you for explanation. It definitely assures what I read. And that would most likely be the case then.
  19. Minecraft only accepts multiples of 16. He's talking color depth, not pixel dimensions. http://stackoverflow.com/questions/22707130/what-is-difference-between-png8-and-png24 Alright that is me being ignorant...I was not aware there was a 32 bit when it came to pngs. My image editor has an auto-detect for that so it doesn't ask for input, and I am by no means an image design person.
  20. In the class where you have your config loading.
  21. Oops, why am I thinking it is randomUpdateTick or randomTick...
  22. Well I have the player's inventory and the second tab 45 slots for a category of items. Do you have a Container?
  23. I meant code, sorry.
  24. I know but it is only the name so I don't think I should care about it too much. Can you help me with the config itself? I still don't know what to change and how to change from property to boolean ...Looks at code in earlier post... boolean PMs = prop.getBoolean(); Also remembers...
  25. Minecraft only accepts textures with a size of a multiple of 16x16 pixels. This has nothing to do with the color depth of the image, which indicates how many bits it uses for each color. That is indeed what I meant. I believe that the op is using the word "bit" wrong.
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