Jump to content

Animefan8888

Forge Modder
  • Posts

    6157
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by Animefan8888

  1. GameRegistry.register(enchantmentField.setRegistryName("enchantmentName"));
  2. 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?
  3. You create an instance of EntityPlayer, but you check if the Entity is an instanceof EntityLivingBase...
  4. 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....
  5. Also onArmorTick might not work unless you set the potion effects time to a small number, as Diesieben said might wanna use onUpdate.
  6. Alright until forge does add a hook there, people will have to choose whether there "fence" block connects to walls or fences. Choose by extending there classes, and extend BlockFenceGate for gates.
  7. Not really. You would have to extend BlockFenceGate , which is pretty stupid for a wall block to do. @jjattack: The proper way to do this would be to submit a PullRequest to forge adding a method Block#canWallConnectTo which BlockWall then uses. And while you are at it, you could do the same for BlockFence . Doesn't BlockFence check to see if the surrounding Block(s) are an instance of BlockFence or BlockFenceGate. And when I said "Block Fence Stuff" I meant if it is a Fence then BlockFence and if it was a gate then BlockFenceGate.
  8. Yeah that shouldn't matter although you should just use one class.
  9. That can be checked by using player.openContainer and a place to run that/print out.
  10. Which classes are you talking about? You only posted one so far. He made multiple classes for each Armor piece and posted one as an example.
  11. Your GuiHander is not your gui handler you didn't copy the right code. Also TileEntity code.
  12. Should be in this path assets/modid/textures/models/armor can I see a screenshot of your package directory.
  13. This is what is called when you schedule a update for a block.
  14. No Problem come back to the forums if you get stuck, but only if you have done your own debugging first because that is a good skill. :3
  15. Just put modid:Test and it will append the rest of the path for you. Assuming you have two textures named Test_layer_1.png and Test_layer_2.png
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.