Everything posted by Animefan8888
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[1.10.2] Custom Signs
Cant you extend GuiEditSign? If not you will need to recreate it in your own class.
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[1.8.9] Modify the playerlist for the client.
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...
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[1.11] Rendering item from a particular slot.
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.
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How should I package these classes?
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.
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Custom Sound Types for Block Sound Events
If it is a NullPointerException something is null and it is your job to find it.
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[1.11] Mirror not working
Guess number one. You need to register your RenderCheeseMirror, because it contains a RenderTickEvent.
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[1.10.2] Problem with Color Multiplier of Block
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.
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[1.10.2] Problem with Color Multiplier of Block
Don't send it to the server....you need to send it to the player/client.
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[1.10.2] Problem with Color Multiplier of Block
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.
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[1.10.2] Problem with Color Multiplier of Block
Yes. In my CommonProxy in preInit GameRegistry.registerTileEntity(TileEntityConcrete.class, "bbconcrete"); Try sending the update packet, somewhere other than right click.
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[1.10.2] Problem with Color Multiplier of Block
Is your TileEntity registered?
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{Solved}[1.10.2] Block texture unable to be located
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.
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{Solved}[1.10.2] Block texture unable to be located
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.
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[1.8]Make booleans stay after quitting Minecraft
In the class where you have your config loading.
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(1.11)Custom grass not spawing Mushrooms
Oops, why am I thinking it is randomUpdateTick or randomTick...
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How to reopen container or replace?
Well I have the player's inventory and the second tab 45 slots for a category of items. Do you have a Container?
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How to reopen container or replace?
I meant code, sorry.
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[1.8]Make booleans stay after quitting Minecraft
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...
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{Solved}[1.10.2] Block texture unable to be located
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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{Solved}[1.10.2] Block texture unable to be located
I managed to fix the Problem by re-creating my Texture as a 32-bit PNG file instead of the Paint.net default of 24-bit. Its now working as intended. Maybe you guys should state somewhere that 24-bit PNG files will not be accepted. Minecraft only accepts multiples of 16.
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{Solved}[1.10.2] Block texture unable to be located
Managed to track the Error down to the Ressource Handler throwing an IOException, caused by "Bad PNG Signature". I dont have any clue how to fix this... Should I attempt to re-create my Texture? If you have an idea, just do it, then report back with that data.
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[SOLVED]Checking to see what entity is being hit by sunlight.
You need to use the forge gradle building I believe. Never used intelliJ, but this should help. https://mcforge.readthedocs.io/en/latest/gettingstarted/ At the very bottom.
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[SOLVED]Checking to see what entity is being hit by sunlight.
How are you compiling your mod?
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[SOLVED]Checking to see what entity is being hit by sunlight.
Couple critiques Instead of event.getEntity() use event.getEntityLiving() and use an EntityLivingBase field. Go back to using entity.getEntityWorld()
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[SOLVED]Checking to see what entity is being hit by sunlight.
Why are you using Minecraft.getMinecraft()? Where are you using it?
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