Everything posted by Animefan8888
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black/purple icons in inventory(armor) [1.10]
I wonder...
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[1.10.2] directional blocks
I do not have a workspace in front of me, thus why i pointed you to an example.
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black/purple icons in inventory(armor) [1.10]
No the method has a ItemStack parameter.
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[1.10.2] directional blocks
Look at BlockFurnace it uses that exact Property.
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black/purple icons in inventory(armor) [1.10]
How it looks on your body is completely different from how it looks in a gui. The GUI is handled by the JSON files I assume you made an item called plastic. Do it like that. The way it looks on your body is handled by the code itself getArmorTextureLocation() i thinknit is called.
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[SOLVED] [1.10.2] Intercepting block changes in a world
The last part is what i meant just thought i shoukd point it out.
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[SOLVED] [1.10.2] Intercepting block changes in a world
You should post your solution so other people can find it. Basically, I actually sat down and thought about what I wanted to do and realized the answer was surprisingly simple. Minecraft already implements a block listener: the one used by entity pathing. I through the WorldEvent.Load event, I add a new instance of IWorldEventListener. IWorldEventListener provides a method called notifyBlockUpdate which gets called every time a block changes (at least for my purposes, only when it matters). Through that method, I get access to a world instance, block pos and block state. From that, I just fetch the world server instance of my dimension and setblock at the right position. I have to manipulate the flags parameter in World#setBlockState, however, to ensure I don't cause infinite notification loops. That will defiantly work for blocks, but it will not work for TileEntities don't know if you wanted that, but just to let you know.
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black/purple icons in inventory(armor) [1.10]
The same way you would for a normal item.
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[1.10.2] directional blocks
Look at the furnace it uses the enum direction.
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[Solved] [1.9.4] Tile entity not changing values
You need to call the super method, otherwise the position won't be saved as well as other data. *Edit I meant the super for readFromNBT
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diffrent texture based on itemDamage
The thing you are looking for is metadata, though I believe it is different from damage on a pickaxe or sword. And it is pretty similar to past versions.
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Power API 1.10.2
Though you should learn a bit of Java before continuing because otherwise you will have a hard time trying to create any generators or machines what ever it is.
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Power API 1.10.2
In eclipse press ctrl+shift+o i dont know what it is on intelij if you are using that, but it is an auto import shortcut.
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Power API 1.10.2
Updating the RF API is not that hard only some parameters in the methods need to be changed like ForgeDirection to EnumFacing.
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[SOLVED][1.10.2] Modifying a vanilla dimension's World Generation
If i am correct your goal would be achived through overriding the vanilla end generation mainly the world provider. And if you were to post your code in bulk i recommend github. Though i am not asking you to post your code.
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Power API 1.10.2
Honestly it is not that hard and you could try IC2 though I don't know how easy that will bex and how simple installing/getting the source is.
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black/purple icons in inventory(armor) [1.10]
What are you doing plastic_layer_0 and 1 are completely different from the JSON. You need to make item textures the layers are the models texture.
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black/purple icons in inventory(armor) [1.10]
Remove plasticmod: in the first string.
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black/purple icons in inventory(armor) [1.10]
Do not use Minecraft.getMinecraft().getRenderItem().getItemModelMesher(). Instead use ModelLoader.setCustomModelResourceLocation(...) This is provided by forge as the vanilla on is kinda "broken" (it doesnt work how it is expected to). Also you will need to do it in preInit.
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[Solved] [1.9.4] Tile entity not changing values
if (!world.isRemote) { return true; } That is your problem you need to check if the world.isRemote then return. The wayyou have it it is only happpening on the clients side.
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[SOLVED] [1.10.2] Intercepting block changes in a world
From what I found, I don't think the server listens for block update packets, only distributes them. Would I need to make a custom packet and have the server listen and update accordingly for it? Yes you wouldnhave to make your own packet and send it from the client.
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[SOLVED] [1.10.2] Intercepting block changes in a world
Well after intercepting the change and all the parameters match up you can just send another packet back with the new data.
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Setting Registry Name for an Item [1.9.4]
Try creating a new workspace and copying your code over to there. Though I am not sure what part of the updating went wrong.
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Bugs with drag and drop and containers
In your container remove the final from the parameters in the method onSlotClicked
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Custom projectile not being launched and only falls down through ground 1.10.2
The EntityThrowable.func_189661_a method (a.k.a registerFixesThrowable in newer mappings) does absolutely nothing. Adding a static method will also do absolutely nothing unless you call it from somewhere. Im pretty sure what he actually forgot was to call setHeading (not sure if that is the name, but i am close).
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