Everything posted by Animefan8888
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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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[1.10.2] item leaves inventory
Then you could subscribe to the PlayerInteractEvent and set the buff a lot less lag intensive though it requires more code.
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[1.10.2] item leaves inventory
You could do too things I just thought of 1. Subscribe to playerTickEvent and use that 2. Check if player.openContainer != null then remove the buff I prefer the second option.
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[1.10][Client] Listening to an existing plugin channel? (SimpleNetworkWrapper)
Could you post your code?
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[1.7]Immunity to fire when wearing custom armor
Hey I have a question for you AimeryCM, does it still render the fire?
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[1.7]Immunity to fire when wearing custom armor
In your mods init
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[1.7]Immunity to fire when wearing custom armor
Well that is an Event did you subscribe it using MinecraftForge.EVENT_BUS.register(new EventHandler()); And your method needs to have @SubcribeEvent above it
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[1.7]Immunity to fire when wearing custom armor
Try reversing the order so head = 4 not 1
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[1.7]Immunity to fire when wearing custom armor
The ItemStacks have a method called getItem() // Just to get an ItemStack variable // An ItemStack with one apple in it ItemStack stack = new ItemStack(Items.apple, 1); stackItem = stack.getItem();
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[1.7]Immunity to fire when wearing custom armor
You are comparing ItemStacks not items, ItemStacks hold much more information that is different between between each one, and items there should only ever be one instance of an item in a mod.
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Block rendering correctly in hand, when placed -- missing texture
In your blockstate points to the wrong model "normal": { "model": "sethstools:omniingot"}
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Block rendering correctly in hand, when placed -- missing texture
Wanna post the error log?
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How to check if an entity is wearing my custom armor
You should update, but I will give you a hint go into EntityLiving and look.
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How to check if an entity is wearing my custom armor
entity.getArmorInventoryList() then check each posistion to check if it is the item of the armor you want.
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[1.10.2]Adding mods to dev environment but not depending on them
What do you mean do you want to be able to edit them or just have them load then forge loads?
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[1.10.2] Modifying default Minecraft files...
What Draco18s said is the best way to do that. Although you could probably use LivingUpdateEvent to extinguish all entities with the EnumCreatureType UNDEAD if they are on fire (Note this is very lag intensive).
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[1.10.2]Adding mods to dev environment but not depending on them
I'm not sure, but I think in 1.10 you may just be able to put them in the mods folder?
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[1.10.2] Modifying default Minecraft files...
It is possible to change attributes as well AttributeModifier modifierHealth = new AttributeModifier(((EntityMob)event.entity).getPersistentID(), ((EntityMob)event.entity).getPersistentID().toString() + "_Health", level * 4, 0); ((EntityMob)event.entity).getEntityAttribute(SharedMonsterAttributes.maxHealth).applyModifier(modifierHealth); ((EntityMob)event.entity).setHealth(((EntityMob)event.entity).getMaxHealth()); The reason that Skeletons and Zombies burn is because they are an instance of Undead, has nothing to do with AI. Though there is an AI that makes skeletons flee from the sunlight.
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Confused about a value at EntityRegistry.registerModEntity
You need to make a class that implements IRenderFactory and if should look something like this public class CustomModEntityRenderingHandler implements IRenderFactory<CustomModEntity> { // Should return what you already have to render your Entity @Override public Render<? super CustomModENtity> createRenderFor(RenderManager manager) { return null; } }
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