Everything posted by Animefan8888
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[1.10.2] /summon guru.FireOrb to /summon guru:fire_orb [1.11]
You could ask them if it will change and I agree that they should if it doesn't cause problems, because it looks better.
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block render registry
What is the error and please use the code/spoilers.
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[1.10.2] /summon guru.FireOrb to /summon guru:fire_orb [1.11]
Why?
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[1.10.2] /summon guru.FireOrb to /summon guru:fire_orb [1.11]
First thing is first WHAT? Who said anything about id? And you don't need to add your mod id when registering. Search your workspace for guru. and see what comes up.
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[1.10.2] /summon guru.FireOrb to /summon guru:fire_orb [1.11]
guru.guru:fire_orb=guru:fire_orb though it might not work I am looking into how the summon command grabs entities by name.
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[1.10.2] /summon guru.FireOrb to /summon guru:fire_orb [1.11]
You have a lang file I presume. Try localizing the name passed in currently to the command aka guru.guru:fire_orb
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[1.10.2] /summon guru.FireOrb to /summon guru:fire_orb [1.11]
- [1.10.2] /summon guru.FireOrb to /summon guru:fire_orb [1.11]
Remove Reference.modid when registering. Try localizing its name.- [1.8.9]Entity does not move when ridden by player
Try basing it off EntityHorse because AIControlledByPlayer seems to be used for EntityPig and the Carrot On A Stick item.- [1.8.9]Entity does not move when ridden by player
What version of minecraft are you using as it should exist in Entity in 1.10.2- getStackInSlot does not render Item in overlay
In the overlay you create a new instance of the inventory but never load the itemstacks to the inventory.- getStackInSlot does not render Item in overlay
You will need to call readFromNBT to make sure the itemstacks in the array are not equal to null.- [1.8.9]Entity does not move when ridden by player
Actually you did initialize it i didnt seenit and of course it does otherwise you would pass in a null object. Try overriding getControllingPassenger- [1.8.9]Entity does not move when ridden by player
Does aiControlledByPlayer every get initialized?- [1.10.2] Constantly Update GUI
Look into ContainerFurnace and look for IContainerListener (not sure if container ia correct) that is how data is synced between server to client when dealing with guis- AL lib: (EE) alc_cleanup: 1 device not closed
I have multiple ways you could do this. 1. In the constructor of the class you can add this to an array in a class then have a method that loops through all of the values in the array and register them. 2. You could pass a string into the constructor of your items class and register them there as you said.- [Solved] Desynchronization of ItemStacks
You sre handling the inventory on the clients s8de of things it needs to be handled server side, aince you are trying to make it only client side you should use some of the default packets if there are any.- [1.10.2] Ticking an inventory inside an item?
Yes it is the only way as items dont have a "TE" to work with you must handle it directly through nbt- [1.10.2] Ticking an inventory inside an item?
You csnt access the items container as a new onstance is created every time, same with the inventory h9wever you can access the nbt.- (1.10.2) What does on impact netherrack look like for a projectile?
Chunk coords are completely different that what you are looking for you can grab the position from the MovingObjectPosition.- (1.10.2) What does on impact netherrack look like for a projectile?
does tileX tileY tileZ ever get set to a number?- (1.10.2) What does on impact netherrack look like for a projectile?
Is EntityOrb your class?- AL lib: (EE) alc_cleanup: 1 device not closed
Dont use the deprecated version use the GameRegistry.register (item.setRegistryName (name) not unlocalized name I don't see the problem with the code I gave. I use it in my 1.10.2 mod and it works perfectly. The problem is that it will be removed in the next version of minecraft and you will need to change it anyway.- (1.10.2) What does on impact netherrack look like for a projectile?
Why not show the crash report in the spoiler.- [1.10.2] How to get World and make it compatible both server and client side?
I dont think you are going about this correctly. You create a class that implements IWorldGenerator that class handles what you are generating. You only need to put GameRegistry.registerWorldGenerator () in your init method. - [1.10.2] /summon guru.FireOrb to /summon guru:fire_orb [1.11]
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