Everything posted by Animefan8888
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[1.10.2] [ANSWERED] Mod ID conflict question
They are registered with the modid aswell, so it makes it harder.
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[1.10.2] Player.getCapability(...) problem
PlayerCapability cannot be cast to IPlayerCapabilty.... IPlayerCapability is your own class
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How to change the color of an ItemStack when it's created? (Solved)
Why did you do this Also you are registering a ItemColorHandler every item update tick.
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[1.10.2] [SOLVED] Error when loading mod
Instead of
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[1.10.2] [SOLVED] Error when loading mod
Could you show me your Client and Server proxies.
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[1.10.2] [SOLVED] Error when loading mod
Do these actually point to your Client Proxy and Server Proxy public static final String CLIENT_PROXY_CLASS = "com.t10a.minedran.proxy.ClientProxy"; public static final String SERVER_PROXY_CLASS = "com.t10a.minedran.proxy.ServerProxy";
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[1.9.4]When you add a rotation options block model with a model disappears.
Do you have any variants in you Block, rather is it supposed to be like the furnace and face you?
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[1.10.2][SOLVED] Teleport to the players spawn point
Yes I understood what they do, but once I get some sleep and my brain is working "better" than it is currently I will read all of what you posted to understand it better. Thank you again diesieben. Can I assume it is still not working? Also if your code for the TeleportCommand is not "readable" then you should update forge to its most recent version and see if it is readable then.
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[1.10.2][SOLVED] Teleport to the players spawn point
Well you were correct so it won't crash, but it won't work. That just changes the reason to not use it. Unless the OP wants it to only work on a dedicated server.
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[1.10.2][SOLVED] Teleport to the players spawn point
What if this code is going to be run in a SinglePlayer world wouldn't it crash because the method doesn't exist
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[1.10.2][SOLVED] Teleport to the players spawn point
Don't use ASideOnly(SIde.SERVER) use !world.isRemote
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[1.9.4]When you add a rotation options block model with a model disappears.
Head Blocks JSON is broken is that the block you are talking about? Is so post JSON
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I want my custom dimension to be flat.
Why not look into GuiCreateFlatWorld to see what causes the world to generate as a flat world.
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[1.9.4]When you add a rotation options block model with a model disappears.
Lets do a quick run down 1. Do you have a Block model JSON and an Item Model JSON (it is already apparent you have a blockstate) 2. Do you call ModelLoader.setCustomModelLocation() in your preInit 3. Are there any error logs 3.1. Are the error logs missing textures if so check your texture paths in you JSONs and in your directory 3.2. Are they missing models if so correct the model location. 4. If none of the above post updated JSONs, Block Registration, and Model registry code.
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IBlockAccess vanilla-mod, Fences, Walls and Gates... Oh My! 1.10.2 (Unresolved)
That is because Walls are hardcoded to only connect to BlockFenceGate and itself, sorry you won't be able to make it do that until Forge takes that pull request.
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IBlockAccess vanilla-mod, Fences, Walls and Gates... Oh My! 1.10.2 (Unresolved)
As long as you already override the methods that use the enumtype you should be able to pass in null.
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World Type Nether
Maybe LivingSpawnEvent not sure if that gets called for the player though.
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IBlockAccess vanilla-mod, Fences, Walls and Gates... Oh My! 1.10.2 (Unresolved)
If you do it should connect with other vanilla fences and walls.
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[1.10.2] How do you register Enchantments?
GameRegistry.register(enchantmentField.setRegistryName("enchantmentName"));
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IBlockAccess vanilla-mod, Fences, Walls and Gates... Oh My! 1.10.2 (Unresolved)
I assume that the reason it doesn't connect is because FenceGates connecting is hardcoded aswell with the variant system. *Edit does your Fence Gate extend BlockFenceGate?
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[1.10.2][SOLVED] Teleport to the players spawn point
You create an instance of EntityPlayer, but you check if the Entity is an instanceof EntityLivingBase...
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[1.10.2] [SOLVED]Potion effect when full set is worn. Where do I put it?
What? Those are the same thing, one is just specific to armor. Just set the potion effect length to whatever you want after checking that the player doesn't already have that potion effect. You are right, I was just remembering back to 1.5 when I was just getting into this and couldn't get it to get rid of the potion effect when one piece of the armor is taken off....
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IBlockAccess vanilla-mod, Fences, Walls and Gates... Oh My! 1.10.2 (Unresolved)
Doesn't this mean it works?
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[1.10.2] [SOLVED]Potion effect when full set is worn. Where do I put it?
Also onArmorTick might not work unless you set the potion effects time to a small number, as Diesieben said might wanna use onUpdate.
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Cannot Craft Items in Survival after Opening Custom Container
Does your container still work after that?
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