Everything posted by Animefan8888
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Shapeless Recipes Not Working How I Thought They Would...
Recipes input do not care about stacksize it assumes it was 1. So you need to add ModItems.silvercoin 5 times in an Object[] (I think).
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[1.10.2] Dude, I Went To Make A Block....
Extend BlockBreakable and pass false in as the second parameter. That might work, just looking at Glass code...
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[1.10.2] Dude, I Went To Make A Block....
So what is the question exactly? Why is there a lot of deprecated stuff in the Block class? Either you are not supposed to call it IE getActualBlockState(...) or it will be removed and "replaced" in the next update.
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World and position empty in tile Entity
TileEntities do not have a BlockPos when they are initialized. Only once they are read from NBT do they have one.
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[1.10.2][GUI][Containers]I don't know how to do GUI
Have every other slot that is not a SlotFake be a custom slot that overrides onSlotChanged and check if par2's stackSize is <= 0 if so set this slots ItemStack = null. (This may work I am not sure when this method is called. Be sure to check what happens when you click on a slot with another ItemStack in it).
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[1.10] Adding a new entity to the game
I myself have not found any tutorials for 1.10 You register it in a similar way you do in earlier versions the register for the Render is different though. Instrad you need to use a IRenderFactory.
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[1.10.2][GUI][Containers]I don't know how to do GUI
Instead return null.
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[1.10.2] Ore dropping itself, not the item intended
Wrong parameters (IBlockState state, Random rand, int fortune)
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I need alot of help and dont understand java
There are many tutorials out there for setting up JDK. And there is already a documentation for setting up forge. http://www.minecraftforge.net/forum/index.php?topic=14048.0
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[1.10.2] Deleting an ItemStack from Item#onUpdate/tick counting
I have no Idea why they haven't changed it from Entity to at least EntityLivingBase...
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[1.10.2] Deleting an ItemStack from Item#onUpdate/tick counting
Hmmm I wonder public void onUpdate(ItemStack stack, World world, "Entity entity", int par4, boolean par5) Ah! I forgot casting existed. I assumed that was related to the actual item rather than the player. Thanks. -- I know it may seem stupid to you, and I fully understand why you get annoyed, but perhaps a little less of the sarcasm please? People have to start somewhere... Ok I am sorry for the sarcasm, but just for future reference read the JavaDoc's above the method/field. /** * Called each tick as long the item is on a player inventory. Uses by maps to check if is on a player hand and * update it's contents. */
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[1.10.2][GUI][Containers]I don't know how to do GUI
Container.slotClick was what I meant to say. The method is too long and it has too many conditionals. I want to know the method's contract, meaning, what arguments the method expects and what are the results the caller can expect from the method: if the arguments set is A, invoking the method will have R as return and will cause S as a set of side effects. If anyone could tell me what is Container.slotClick contract I would really appreciate it. It is obviously called when a slot in the container is clicked. It expects the return to be an ItemStack. Correct me if I am wrong but I believe the returned stack is the Stack that is bound to the mouse? ClickType.CLONE is used for creative mode when you middle click a slot it returns a new ItemStack of the Item but with the stacksize of 64(or the max stacksize). Drag mode is if the player is binding it to the mouse or not(again subject to correction). ClickType.QUICK_CRAFT is clicking and dragging the item through slots. Any more questions do ask.
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[1.10.2] Deleting an ItemStack from Item#onUpdate/tick counting
Hmmm I wonder public void onUpdate(ItemStack stack, World world, "Entity entity", int par4, boolean par5)
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Commands help!!
Thanks I didn't see that... I thnk it is as simple as getting a player variable and using player.sendChatMessage("/somecommand");
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Commands help!!
Do you mean how to grab the strings from args?
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Commands help!!
player.addChatMessage(...). But of course you would need to grab all of the strings from args to do this.
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[1.10.2]identical to an item crafting
If I understand correctly yes you do need to register a recipe for each ingot.
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[Solved][1.9.4] Updating my custom walls from 1.8 to 1.9.4
Post your updated BaseBlockWall and EadoreBlockWall. I all did was to change from public boolean canPlaceTorchOnTop(IBlockAccess world, BlockPos pos) { return true; } to @Override public boolean canPlaceTorchOnTop(IBlockState state, IBlockAccess world, BlockPos pos) { return true; } I have otherwise, tried all of your suggestions, regarding the walls not connecting to each other, but without any success, and that was when I noticed that the canConnectTo method inside BlockWall had been changed from public to private, and I don't know if that's why my code from 1.8 doesn't work in 1.9.4, as I mentioned in my original post, I had everything working in 1.8. I would prefer to look at the whole class(es) but I think this is your problem. (((block != this && !(block instanceof BlockFenceGate) && !(block instanceof BlockWall))) // Instead use (!(block instanceof BlockWall) || !(block instanceof BlockFenceGate))
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[1.10.2][GUI][Containers]I don't know how to do GUI
Look at Container#slotaclick(...) if you understand that code it will lead you to what they mean exactly. If you have some check you need to do like for a backpack. You shouldnt be able to pickup the backpack in the backpacks inventory, to do that you would just check which slotIndex you are clicking and if it is return null otherwise return super.
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[Solved][1.9.4] Updating my custom walls from 1.8 to 1.9.4
Post your updated BaseBlockWall and EadoreBlockWall.
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[1.10.2] Text based GUI
Just draw Strings and call the super for the render method. And use events or onItemUse(...)/onItemRightClick(...). And you still need a GuiHandler.
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[1.10.2][SOLVED] Getting TileEntity variables for block to use?
Now all you need to do I think is call markDirty() in your add/remove methods. You will have an easy time adding more recipes if you use ItemStacks instead of ints BTW.
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[1.10.2][SOLVED] Getting TileEntity variables for block to use?
Did you add any items? If not well I know your TileEntity is not saving as you have no overriden handleUpdateTag(...) and getDescriptionPacket(...).
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[1.10.2][SOLVED] Getting TileEntity variables for block to use?
A couple things on instead of implementing ITileEntityProvider just override hasTileEntity(IBlockState state) and createTileEntity(IBlockAccess(might be World) world, IBlockState state). Next are you sure those particles are not spawning put some printlns in the if else chain.
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[1.10.2][SOLVED] Getting TileEntity variables for block to use?
Maybe because you are not using else ifs all yhe way down the line?
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