Everything posted by Animefan8888
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[1.10.2] Loading custom gui for custom block
for (int x = 0; x < fuel_slots; x++) { int slotNumber = x + first_fuel_slot; addSlotToContainer(new SlotFuel(player, slotNumber, fuel_slots_xpos + slot_x_spacing * x, fuel_slots_ypos)); } //Input slots final int input_slots_xpos = 26; final int input_slots_ypos = 24; for (int x = 0; x < input_slots; x++) { int SlotNumber = x + first_input_slot; addSlotToContainer(new SlotProcessableInput(player, SlotNumber, input_slots_xpos + slot_x_spacing * x, input_slots_ypos)); } //Output slots final int output_slots_xpos = 134; final int output_slots_ypos = 24; for (int x = 0; x < output_slots; x++) { int SlotNumber = x + first_output_slot; addSlotToContainer(new SlotOutput(player, SlotNumber, output_slots_xpos + slot_x_spacing * x, output_slots_ypos)); } Look very hard at that and I'm sure you will see what you did wrong.
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[1.10.2] Loading custom gui for custom block
Could I have a link to your Github and if you ever run into a NullPointerException locate what is null, insert != null checks.
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[1.10.2] Tutorial for entities needed
There are no tutorials for that, best option trial and error, come back to the forum once you have some code for us to help you with, ok?
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[1.10.2] Loading custom gui for custom block
In the method fractionOfFuelRemaining just insert a != null check that will reset it not equal to null. And to reset it not equal to null I would create a boolean method to do this and make it return true if it could and false if it couldn't and if that method returns false make the method that ran fractionOfFuelRemaining return 0; or return; something default like that.
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[1.10.2] Custom gui button not working
Well if it worked before there are inconsistencies. And I would just switch over to the Vanilla GuiButton system it is much cleaner code. But why do you want to change the size when you click the button if the screen is going to change it won't render. Maybe you wanted it to render when it was being hovered over?
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[1.10.2] Custom gui button not working
Interesting. I didn't know that. Did you want it to change size when you clicked it? Have you tried increasing the size it increases when you click it just to make sure that it is visible or not?
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[1.10.2] Custom gui button not working
What error?
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[1.10.2] Custom gui button not working
This super.drawScreen(mouseX, mouseY, partialTicks); Should probably be called at the start aswell. Might not be required, unless you already did that.
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[1.10.2] Custom gui button not working
Well boolean tabOfficial = true; And maybe two pixels is too small to notice?
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[1.10.2] Custom gui button not working
Don't use the default button I was saying use the default button "system". Make a class that extends GuiButton(which is where all the button rendering code is). Override the drawButton method and put your rendering code in there. And there is a method in GuiButton that checks if it is hovering over or not.
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[1.10.2] Custom gui button not working
Also instead of Manually drawing the Button why don't you just create a class that extends GuiButton. Then use the vanilla button stuff in gui?
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[1.10.2] Custom gui button not working
Try to do a print out of trueZone(). See if it ever returns true.
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[1.10.2] Custom gui button not working
A screenshot would be helpful.
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[1.10.2] Multiple Items/Blocks crash launcher
Can i see the class that you are using for your pickaxe.
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[1.10.2] Multiple Items/Blocks crash launcher
You only need one GameRegistry for items when you do it with blocks you are refistering the block and the item that corresponds with the block.
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[1.10.2] Multiple Items/Blocks crash launcher
That line of code points the mods block to the JSON model, then from there that handles all texture stuff. I would 1 check your model location 2 check your texture location.
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[1.10.2] Multiple Items/Blocks crash launcher
Code example private void registerBlock(Block block, String registryName) { GameRegistry.register(block.setRegistryName(registryName)); GameRegistry.register(new ItemBlock(block).setRegistryName(registryName)); } public void registerBlocks() { registerBlock(block1, "block1"); registerBlock(block2), "block2"); // Add more }
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[1.10.2] Multiple Items/Blocks crash launcher
Actually I was wrong at least the new error pointed that out, but your problem is that when you call registerBlock you set the registry twice GameRegistry.register(block.setRegistryName("copper_ore")); GameRegistry.register(new ItemBlock(block)); GameRegistry.register(block.setRegistryName("copper_block")); GameRegistry.register(new ItemBlock(block)); You only need this once, but you need to pass a string.
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[1.10.2] Multiple Items/Blocks crash launcher
Actually I think it is happening in Items not blocks.
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[1.10.2] Multiple Items/Blocks crash launcher
What he is talking about is the fact that you are calling setRegistryName twice when you only need to call it once. GameRegistry.registerBlock(block.setRegistryName("blockName")); GameRegistry.registerItem(new ItemBlock(block));
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[1.10.2] Random Texture Forge Blockstate JSON
It should be able to, but you may want to do it in code, aka when the block is placed set its blockstate randomly.
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Layer Renderer is sticking to the player
Well you did not post any code 9r screen shots of what happened...
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[1.10.2][UNSOLVED and CLOSED] Forge blockstate varient system
Thanks i new i was missing something, glad it was something as simple as that as i was just stat8ng my hypothesis.
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[1.10.2] [SOLVED] Increase/Decrease walkspeed without FOV change
So did you use SharedMonsterAttributes.MAX_SPEED or did you use your modification.
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[1.10.2] [SOLVED] Increase/Decrease walkspeed without FOV change
Found this in AbstractClientPlayer You could reverse engineer this and remove the speed modifier in the FOVUpdateEvent.
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