Everything posted by Animefan8888
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[1.10.2] Loading custom gui for custom block
Line 55 of ModTileEntity?
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[1.10.2] [SOLVED] Increase/Decrease walkspeed without FOV change
You could just set it to the players set FOV by using Minecraft.getMinecraft().gameSettings.fovSetting;
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[1.10.2] Loading custom gui for custom block
Are you getting "burn time initial is existing and set" printed out into your console?
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[1.10.2] Loading custom gui for custom block
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.
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[1.10.2] Loading custom gui for custom block
Can I see your Block code?
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[1.10.2] Loading custom gui for custom block
I meant what is the functionality. LOL I know the coding design :3
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[1.10.2] Loading custom gui for custom block
Technically both as it seems one extends the other.
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[1.10][Client] Listening to an existing plugin channel? (SimpleNetworkWrapper)
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.
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[1.10.2] Loading custom gui for custom block
What is this TileEntity supposed to do in the first place?
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[1.10.2] Tutorial for entities needed
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.
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[1.10.2] Loading custom gui for custom block
Weird I'm pretty sure that the error is caused by burnTimeRemaining being null when numverOfBurningFuelSlots(); is called
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[1.10.2] Loading custom gui for custom block
Also why are you doing all that fancy stuff with TOTAL_SLOTS?
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[1.10.2] Loading custom gui for custom block
What is line 65 of ModTileEntity and line 38 of TileEntityFluxGrinder.
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[1.10.2][UNSOLVED and CLOSED] Forge blockstate varient system
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
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[1.10][Client] Listening to an existing plugin channel? (SimpleNetworkWrapper)
What mods happen to use this channel?
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[1.10.2][UNSOLVED and CLOSED] Forge blockstate varient system
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...).
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[1.10.2] Loading custom gui for custom block
That is what caused your error I think.
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[1.10.2] Loading custom gui for custom block
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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[1.10.2] Loading custom gui for custom block
Did you ever set your burnTimeRemaining? Server Side only
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[1.10.2] Loading custom gui for custom block
Alright can I see the Container.
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[1.10.2] Loading custom gui for custom block
You never actually change how many slots you have public static final int fuel_slots = 0; public static final int input_slots = 0; public static final int output_slots = 0; public static final int total_slots = fuel_slots + input_slots + output_slots;
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[1.10.2][UNSOLVED and CLOSED] Forge blockstate varient system
// Variant code from BlockPlanks public static final PropertyEnum<BlockPlanks.EnumType> VARIANT = PropertyEnum.<BlockPlanks.EnumType>create("variant", BlockPlanks.EnumType.class); JSON example from documentation please read the comments. { "forge_marker": 1, "defaults": { "textures": { "texture": "blocks/planks_oak", "wall": "blocks/planks_oak" }, "model": "pressure_plate_up", "uvlock": true }, "variants": { // mossy is a boolean property. "mossy": { "true": { // if true it changes the pressure plate from oak planks to mossy cobble "textures": { "texture": "blocks/cobblestone_mossy" } }, "false": { // change nothing. The entry has to be here to be generated for internal usage by minecraft } }, // pillarcount is a property that determines how many pillar submodels we have. Ranges from 0 to 2 "pillarcount": { 0: { // no pillar. Remember, has to be there. }, 1: { // if it is true, it will add the wall model and combine it with the pressure plate "submodel": "wall_n" }, 2: { "textures": { "wall": "blocks/cobblestone" }, "submodel": { "pillar1": { "model": "wall_n" }, "pillar2": { "model": "wall_n", "y": 90 } } } } } }
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[1.10.2] Loading custom gui for custom block
Post your TileEntity Code.
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[1.10.2] Error on casting
Differentiate
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[1.10.2] Error on casting
[s]Why not try[/s] [code state.getValue(player).intValue(); Why are you casting to Integer and not int.
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