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Animefan8888

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Everything posted by Animefan8888

  1. Actually I think it is happening in Items not blocks.
  2. 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));
  3. It should be able to, but you may want to do it in code, aka when the block is placed set its blockstate randomly.
  4. Well you did not post any code 9r screen shots of what happened...
  5. Thanks i new i was missing something, glad it was something as simple as that as i was just stat8ng my hypothesis.
  6. So did you use SharedMonsterAttributes.MAX_SPEED or did you use your modification.
  7. Found this in AbstractClientPlayer You could reverse engineer this and remove the speed modifier in the FOVUpdateEvent.
  8. You could just set it to the players set FOV by using Minecraft.getMinecraft().gameSettings.fovSetting;
  9. Are you getting "burn time initial is existing and set" printed out into your console?
  10. Well I don't know why it was returning null, but lets do some debugging here. Insert a if != null check and if it is print something in to the console.
  11. I meant what is the functionality. LOL I know the coding design :3
  12. Technically both as it seems one extends the other.
  13. It seems you can't get the SimpleNetworkWrapper, but you can get the FMLEmbeddedChannel which might be able to do what you want. If not you may need to resort to using Reflection or an AccessTransformer.
  14. What is this TileEntity supposed to do in the first place?
  15. Sorry there, but you are most likely not going to find one. You will probably be better off looking through vanilla code. And of course following a normal entity tutorial for similarities.
  16. Weird I'm pretty sure that the error is caused by burnTimeRemaining being null when numverOfBurningFuelSlots(); is called
  17. Also why are you doing all that fancy stuff with TOTAL_SLOTS?
  18. What is line 65 of ModTileEntity and line 38 of TileEntityFluxGrinder.
  19. Here let me go into a little bit more of a in depth example once again using the BlockPlanks code, anyone that sees something wrong in this please correct me because I have not messed around with it I am only going on intuition and what I have seen. The Enum in BlockPlanks Just holds all of the data, like the metadata, an unlocalized name, and the Color for the map. Now if I were to guess the JSON would go something like Though I may be wrong I didn't test this as said above. Also the specific property used
  20. Basically you use the new BlockState system // Code from BlockPlanks @SideOnly(Side.CLIENT) // Adds all blockstates to creative tab(s) public void getSubBlocks(Item itemIn, CreativeTabs tab, List<ItemStack> list) { for (BlockPlanks.EnumType blockplanks$enumtype : BlockPlanks.EnumType.values()) { list.add(new ItemStack(itemIn, 1, blockplanks$enumtype.getMetadata())); } } /** * Convert the given metadata into a BlockState for this Block */ public IBlockState getStateFromMeta(int meta) { return this.getDefaultState().withProperty(VARIANT, BlockPlanks.EnumType.byMetadata(meta)); } /** * Get the MapColor for this Block and the given BlockState */ // Just changes the color that will be displayed on minmaps for example public MapColor getMapColor(IBlockState state) { return ((BlockPlanks.EnumType)state.getValue(VARIANT)).getMapColor(); } /** * Convert the BlockState into the correct metadata value */ public int getMetaFromState(IBlockState state) { return ((BlockPlanks.EnumType)state.getValue(VARIANT)).getMetadata(); } // Does exactly what it says protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] {VARIANT}); } This allows you to add different models to the base model on different blockstates. I assume, but don't quote me, but you may also be able to change the base model. I(t will also allow you to change the texture(s). And a plus side is you do it in just one file, so you still only need 3 JSONs for one block (Yeah still kinda upset about that...).
  21. for (int inputSlot = first_input_slot; inputSlot < first_input_slot + inputSlot; inputSlot++) { Just be glad a null pointer exception was caused before a different one was.
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