Everything posted by Animefan8888
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[SOLVED!] how to use addSubstitutionAlias ?
Try moving your blockstate file. To a folder called minecraft (where your modid would be), but in your project. IE assets.minecraft.blockstates, but inside your project. Instead of assets.modid.blockstates. Item.getItemFromBlock doesn't respect substitution aliasing.
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[1.10.2] Modifying the enchantment levels based on the the player
Two things come to my mind that must be done. Substitute the enchantments so they can have higher levels. And the second override ContainerEnchantment using ContainerEvent.Open by calling your open event. Edit: To add a event to forge you need to go to there github (search for it) and then submit a pull request you should be able to find how to do that on their github.
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[SOLVED!] how to use addSubstitutionAlias ?
No, CPW, and Lex have both said that it works.
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[SOLVED!] how to use addSubstitutionAlias ?
Could you post all relevant code or better yet github link?
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[SOLVED!] how to use addSubstitutionAlias ?
Did you set the model location with ModelLoader?
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[SOLVED!] how to use addSubstitutionAlias ?
Oops I meant to say substitute it, though I don't know if that will work? (Never done any substituting, at least while the system is working).
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Build failed with an exception. JAVA_HOME environment variable causing me issues
This may seem really obvious and stupid, but did you try turning it off and back on again? (Note you usually need to restart after editing environment variables).
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Build failed with an exception. JAVA_HOME environment variable causing me issues
Im pretty sure it needs to point to the bin folder aswell.
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[SOLVED!] how to use addSubstitutionAlias ?
Yes you need to register the ItemBlock.
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How do I get my render model to rotate in a circle? (the infos in here)
I assume you are using a model and that model should have a setRotation method. Just have your Entity or renderer have a rotation.
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List of all Events available?
In your IDE you can look for classes that extend the Event class from forge.
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[1.10.2] Do i need to copy the whole forge when creating new workspace?
If by project do you mean the forge one? If so you also need to setup it's build path to export everything. Under build path, then order and export.
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Making a mob with attack patterns
You could also make another entity that is rendered as a proper laser. And damage the player when it comes into contact with it.
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How do I get my render model to rotate in a circle? (the infos in here)
Spin as in around the center? Or as in orbit?
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[1.10.2] Do i need to copy the whole forge when creating new workspace?
If you did it the way I did you need to download and install gradle. Copy over the build gradle file make a few edits so it can find your code. Then in the folder with the build file open command prompt/terminal and run the file with gradle. More information http://www.minecraftforge.net/forum/index.php?topic=15232.0
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[1.10.2] Do i need to copy the whole forge when creating new workspace?
I do that which allows me to have multiple workspaces so I can group my mods by "categories" you can still have multiple "mods" in one forge workspace. And a forge workspace is using the setup workspace forge provides after gradlew eclipse/intelij
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[1.10.2] Do i need to copy the whole forge when creating new workspace?
Yes as the forge source should never change unless updated.
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Containers of different sizes via subclassing or variables
That's actually the first thing I tried. I assumed I could add a new field to my tile entity and pass the parameter into the constructor when returning a new tile entity in createNewTileEntity (in my container's block class). Why can't the constructor have any parameters? If I used a setter, when and where would I invoke it? It can have a constructor with parameters, but it must have one with none because when the game is loaded it must instantiate them from world data.
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Containers of different sizes via subclassing or variables
Well obviously that is a yes but your constructor can't have any parameters, so a setter would work.
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[1.10.2] func_174903_ a gone
That is a few versions old I hope jablear can get time to update his tutorials as they are are big help, but IUpdatePlayerListBox does't exist anymore and that method doesn't either. IUpdatePlayerListBox might be known as ITickable now, and is used to add the update method to a TE.
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[1.10.2] On oredict registered [Solved]
By post update I mean postinit You could do it in preInit if you wanted to. I don't think all oredict entries would be registered by preinit You could do that just for vanilla and use the event for the rest.
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[1.10.2] func_174903_ a gone
What did func_174903_ do where was it located what where the parameters?
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[1.10.2] On oredict registered [Solved]
By post update I mean postinit You could do it in preInit if you wanted to.
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[1.10.2] On oredict registered [Solved]
Depends on what you mean post update?
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[1.10.2] On oredict registered [Solved]
Tried in both OreRegisterEventhandler and in the main mod file. @Mod.EventBusSubscriber public class OreRegisterEventhandler { @SubscribeEvent public static void OreRegisterEvent(OreDictionary.OreRegisterEvent e) { String name = e.getName(); System.out.println("This doesn't get printed ever "+name); @Mod(modid = modname.MODID, version = modname.VERSION) @Mod.EventBusSubscriber public class modname { // init functions and stuff... @SubscribeEvent public static void OreRegisterEvent(OreDictionary.OreRegisterEvent e) { String name = e.getName(); System.out.println("This also doesn't get printed "+name); The problem now that I am looking at this class is that the method that registers vanilla is called as soon as a static{} gets called.
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