Everything posted by Animefan8888
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[1.10.2] Save NBT on a file in the world(Changed Subject Later)
Jaeblar has a slight outline of Capabilities http://jabelarminecraft.blogspot.com/p/minecraft-17x.html
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1.10.2 How to do armor
Hmmmmmm really then.
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IProperties for texture changes 1.10
Sounds like you might just want to use metadata...unless there is just a thing you want specifically from the property.
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1.10.2 How to do armor
Armor texture is handled in LayerArmorBase in which it references getArmorTexture(...) and the ArmorMaterial. Look at the constructor you are trying to use mainly the second int you pass in and look at what the constructor is looking for and Define "does not work anymore".
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1.10.2 How to do armor
Are you asking how to point it to your modid path just insert your MODID then a :. *Edit I meant in the ArmorMaterial String.
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[1.10.2] Why would you need to set a block state twice?
I think it might be an error as back before blockstates they set the block once (if memory serves me well enough).
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1.10.2 How to do armor
The ArmorMaterial takes in a second String this String is the name of the armors texture without _layer_0/1 at the end.
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1.10.2 How to do armor
If you mean this look at the constructor it tell you what you have done wrong.
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[1.10.2] Learning how to mod, but most sources refer to 1.7/1.8
An if you learn more visually you can check out my new tutorial (my first one) for 1.10.2 i currently am not able to producr anything else, but if i get the time to do so i will.
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Extended Reach [1.10.2]
Where is the object hierarchy window? In eclipse it is called the outline
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[1.10.2] Modded axe (ArrayIndexOutOfBoundsException)
Which constructor are you using? You should be using the one that takes in two floats.
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Event for Player Swinging
The only thing I can think of for this would be to subscribe to ClientTickEvent and use the Minecraft...theWorld field to check the surrounding area (look for a certain player somehow). Then maybe use something like reflection if necessary to gain access to private or protected fields. You would need to access that players renderer and then grab the main model and then grab the swingProgress variable from the arm model. Not sure if that is even possible, but that should point you to the right direction.
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[1.10.2] Issues with fuel burn times. Is there a time ceiling...? [Solved]
What material are pellet blocks? If they are Material.WOOD then they will have a value and it will not reach the Forge IFuelHandler reference.
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[1.10.2]Problems light map in tile special rendering
You need to either GlStateManager.disableLighting() or GLStateManager.enableLighting() I believe it is the former, but if your TE does not update dynamically do not use a TESR instead use the JSON model system or IBakedModels.
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[1.10.2] Detect creative mode during AnvilUpdateEvent
I believe by vanilla behavior it means looking for the repair recipe. There fore you do not need to have a player variable.
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1.10.2 How to do armor
What are you talking about "line of code for armor"? Could you be more specific.
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Event for Player Swinging
What version is this for and why do you need cps on server side?
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What am I supposed to name my texture files?
Here's my code. I hope I did it right. I got an error message on new ModelResourceLocation(chainMail.getRegistryName()); It says, "The constructor ModelResourceLocation(ResourceLocation) is undefined". What do I do now? The constructor your using takes a string and your giving it a ResourceLocation. All you have to do is add a comma and add the string "inventory" after the comma like so: ModelResourceLocation chainMailLocation = new ModelResourceLocation(chainMail.getRegistryName(), "inventory"); or do what Draco18s suggested I tried both of them. It fixed the compiler error, but the item still has no texture when I run the game. Post updated code and JSONs.
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[1.10.2]Prevent other mods interacting with some blocks
Couldn't you just bypass this whole thing by not extending BlockCrops and instead making your own class the is BlockCrops. You can just override onBlockActivated(...) assuming they do not cancel the event and just destroy the block there as it would be placed before onBlockActivate(...) is called after the event.
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[1.10.2]Prevent other mods interacting with some blocks
What you are saying is you do not want it to be right click and you do not have to deal with planting? Have you tried registering your event in preInit and then canceling it (most events are registered during init normally but I believe they can be registered in any of those events) I am not sure how events get fired to well.
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[1.10.2]Prevent other mods interacting with some blocks
Try checking if the Entity (Living?) is an instanceof FakePlayer or if that doesn't work try to apply the effects within a Event instead of the onBlockAcivatedMethod(...) that may work.
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[1.10.2] Tool not having any attributes.
Oh! I meant to have ItemPrimitiveSpear extend ItemPrimitiveSpearTool. Do I not even need the ItemPrimitiveSpearTool class? I expect ToolMaterial to be able to set the durability, enchantability etc using the "primitive" tool material that I have, in the SpearItems class. You do not unless it has a special effect like throwing.
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[SOLVED] TileEntity inventory lost on world save/load
Hmm maybe you missed the thingymabober in the whoseitwhatsit that caused the dohicky to become flabbergasted. How are we supposed to know if you don't show what you have? Like I said, I am happy to post my code but there are lots of files and I wondered if there might be a common or obvious solution without the hassle of reading through everything. At this point I'm going to have to post 5+ classes worth of code because I have no ideas about what is causing the problem. My custom furnace is one of several types subclassed from an abstract class so that's where a lot of the action happens. The abstract class: The subclass: The same for the blocks, abstract class: Subclass: The Containers if you need to see those - abstract class: Subclass: I also have the TileEntities registered in init in my common proxy, the blocks registered in preinit, and a GUI handler to set up the containers. I can post all of that if you really want but I'll stop here for now. You write your ItemStacks to the tag items and then try to read them from stacks. That was not obvious, also I see you override getUpdateTag(...) but not its partner.
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[SOLVED] TileEntity inventory lost on world save/load
Hmm maybe you missed the thingymabober in the whoseitwhatsit that caused the dohicky to become flabbergasted. How are we supposed to know if you don't show what you have? *Edit The more code there is the more possibilities it might be...
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[1.10.2] Tool not having any attributes.
package bloopers.spearmod.items; import net.minecraft.item.Item; public class ItemPrimitiveSpear extends Item // I wonder why it doesn't have any modifiers // { public ItemPrimitiveSpear(ToolMaterial material) { this.setMaxStackSize(1); } } Do not use Minecraft.getMinecraft.getRenderItem().getItemModelMesher() just use ModelLoader.setCustomModelResourceLocation(...)
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