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Animefan8888

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Everything posted by Animefan8888

  1. Load to a ArrayList from the File and write to that file, look up how to write to a txt file in Java.
  2. Then you may want to look at this in your message. if(player.getItemInUse().getItem() == CustomItems.noiseFill && player.isSneaking()) {
  3. I hope you mean is not sneaking or holding the item, but there since you are performing on the client again you should use EntityPlayerSP.
  4. It is possible for the ItemStack to be null you need to check if it is != null
  5. Don't use EntityPlayerSP for this if you are editing NBT or any data it must be handled by the server, which means use EntityPlayerMP and you can't use Minecraft...thePlayer. You should use... if (ctx.side == Side.SERVER) EntityPlayerMP player = ctx.getServerHandler().playerEntity; or something similar.
  6. Does it error here as well? https://github.com/TeamWizardry/Wizardry/blob/master/src/main/java/com/teamwizardry/wizardry/common/core/EventHandler.java#L79 Also do you ever send the "syncing" packet?
  7. Alright, try putting if (hasCapability(...)) before you call getCapability(...)
  8. You actually need to get the players UUID so Minecraft holds a client side player variable inside itself.
  9. You should register it in init. What you need to do is use packets to send the data to the server. If you don't know how to use packets here is a link. http://jabelarminecraft.blogspot.com/p/minecraft-forge.html The data should contain something like a boolean or a byte with either 0 or 1 to determine > or <
  10. You could make the variables before checking if they are != null then use them to check if they are not equal to null. Remove the println. That is all I can think of right now, everything else looks good.
  11. Exactly you are not overriding the "right" method(not any method at all), just a suggestion but whenever you are using a method that you didn't create in that class always put @Override. When it was like that it should not have worked at all in previous versions either.
  12. Try putting @Override over your method you should see the error. And if you don't does it print out the ItemStacks?
  13. What is the specific problem? No potion effect at all?
  14. Since I myself don't use IntelliJ the best I can do is give you links this looks like a good website for IntelliJ. https://www.jetbrains.com/help/idea/2016.2/debugging.html
  15. IDE's have debug mode with will allow you to run the game and make changes to the code in real time. So relocating a slot is not a problem. But if you really want to you would need to override basically every method/create your own to do this. Also you would need to extend Container/Gui... to be able to do that not something I recommend, but if you need to go for it.
  16. There is no such event or way I can think of, but you could always try what I said in my last post on your previous topic. http://www.minecraftforge.net/forum/index.php/topic,41518.0.html
  17. Typically you would want to edit these. version = "1.0" group= "com.yourname.modid" archivesBaseName = "modid"
  18. You need to override IBlockState onBlockPlaced(...) also getStateFromMeta(...)
  19. I thought of a hacky way to do that, maybe. There is a Event Called RenderHandEvent/RenderSpecificHandEvent. You could theoretically render your Item there manually. I think, but you should put in a pull request anyway like something like RenderItemLayerEvent which will get called for every layer of a JSON model when it is rendered?
  20. To register call MinecraftForge.EVENT_BUS.register(...); Doesn't matter right now, but it doesn't say it is or is not(at least for me). Make a new Class to put it in.
  21. If you read the quotes it completely overrides the elements tag, you need to go to your minecraft 1.10 jar file and find the item modrl json called generated and copy over its elements.
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