Everything posted by Animefan8888
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[1.10.2]TileEntity not Working properly (page 2)
You are greatly overusing super calls in your update methods ie getUpdateTag. I cant see anything that wont let it read and write, is writeToNBT and readFromNBT even getting called?
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I wanna override Cauldron and add TE but piston won't push TE. thoughts?
Yours still wont be pushable, but i think you are okay with that.
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[1.10.2]TileEntity not Working properly (page 2)
Please dont do that. Did you override writeToNBT and readFromNBT in your TE?
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I wanna override Cauldron and add TE but piston won't push TE. thoughts?
TEs cant be pushed by pistons there is a way around this you could override the piston using the substitution system, but i am not sure how minecraft would handle that. Capabilities as far as i know cant be applied to blocks yet, and even if they could you would not be able to save any data.
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[1.8.9] Entity rendering problem
Define render issues.
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[1.10.2] Particle Wings
OpenGL is the rendering engine of Minecraft any type of rendering you do eventually traces back to OpenGL. There is a simple way to do rotations GLStateManager.rotate (angle, x, y, x). Honestly the easiest way would be to guess and check until you get the rotations correct, and i believe you can get the players rotation, but you may need reflection.
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[1.11] Blocks dont load
You also need to register an ItemBlock item for your blocks.
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I enter in my world, but it closes immediately
What is this line BlockMysteriumPortal.java 230
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[1.10.2] Rendering after a join of the world
- ---- SOLVED ------ Problem with programming 2 different Armor (Chestplates)
This is not allowed public static ArmorMaterial jetpackArmorMaterial = EnumHelper.addArmorMaterial("jetpackArmorMaterial", "..", 64, new int[] {6}, 1); It has to be the full length IE 4 numbers.- [1.10.2][SOLVED] Inexplicable problem with basic item rendering...
Switch your parent to "item/generated" and get rid of your display, thirdperson, and firstperson tags.- [1.10.2] Rendering after a join of the world
No not specifically GLStateManager.translate(x, y, z), but GLStatemanager.translate(where on the x, where on the y, where on the z). They can be decimals to center it in the block.- ---- SOLVED ------ Problem with programming 2 different Armor (Chestplates)
Post your main mod class where you initialize you items.- [1.10.2] Rendering after a join of the world
Call GLStateManager.translate(x, y, z) again to correct its position based on your metadata.- [1.11] Custom fire not working right
It is getting called on both client and server side.- [SOLVED][1.10.2] Mapping Block to its Textures
Do not know where the textures are actually stored, but they are loaded at runtime, so if you trace the rendering of a block back far enough you are sure to find the textures themselves, but you may need to use reflection to get them.- [1.11] Detecting & Generating
Quick question I have seen you do this but what do the "::" mean is it the same as using "#"? That is pretty much what it means. The :: is actually an operator added in Java 8 to reference methods so they can be used for various things e.g. passing a Function as a parameter of a method. Probably not the best explanation, but this is what I know of them. Ahh and then that prompted me to look up lambda expressions which are pretty cool. (Been meaning to do that for a while now though). Thanks.- [SOLVED] [1.10.2] Cannot get capability to work
Make your IThirst#getThirstier and IThirst#slakeThirst take in a player so it can send the packet.- [1.11] Detecting & Generating
Quick question I have seen you do this but what do the "::" mean is it the same as using "#"?- [1.10.2] GUI changes not saving
What does your extractItem() method look like? Or did you use ItemStackHandler.- [1.10.2] GUI changes not saving
I gave you the code for the TE, diesieben provided the correct type of slot to use, and the block and gui code was not even posted.- [1.8.9] Make a Block to a Falling Block
Because you'll end up iterating multiple times up a column of blocks if you have 2 blocks with the same (X,Z) in the list of affected blocks. Waste of CPU cycles. Ok? but why is it a waste if he/she really wants all the blocks to become falling sand entities. Or did I miss the part where he/she said they want some. And if that is the case would it not be better to not use a method that creates a new Object with all of this data, and instead just go through it and gather and use the information you want.- [1.10.2] GUI changes not saving
Those Javadocs are found inside the file of IItemHandler itself.- [1.10.2] GUI changes not saving
If you don't understand this then....you could use ItemStackHandler. Javadocs /** * Inserts an ItemStack into the given slot and return the remainder. * The ItemStack should not be modified in this function! * Note: This behaviour is subtly different from IFluidHandlers.fill() * * @param slot Slot to insert into. * @param stack ItemStack to insert. * @param simulate If true, the insertion is only simulated * @return The remaining ItemStack that was not inserted (if the entire stack is accepted, then return null). * May be the same as the input ItemStack if unchanged, otherwise a new ItemStack. **/ ItemStack insertItem(int slot, ItemStack stack, boolean simulate); /** * Extracts an ItemStack from the given slot. The returned value must be null * if nothing is extracted, otherwise it's stack size must not be greater than amount or the * itemstacks getMaxStackSize(). * * @param slot Slot to extract from. * @param amount Amount to extract (may be greater than the current stacks max limit) * @param simulate If true, the extraction is only simulated * @return ItemStack extracted from the slot, must be null, if nothing can be extracted **/ ItemStack extractItem(int slot, int amount, boolean simulate);- [1.10.2] GUI changes not saving
Read the docs. - ---- SOLVED ------ Problem with programming 2 different Armor (Chestplates)
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