Everything posted by Animefan8888
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[1.7.10] [UNSOLVED] What is the chance of diamond ore in eclipse?
You should update to 1.10 then check out BiomeDecorator
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Minecraft eclipse client crash 1.10
Post the error log again.
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[1.10.2] Spawn mobs in caves
- [1.7.10]Making trees and saplings (trees more important)
First thing is first update to 1.10.- [1.10.2] Spawn mobs in caves
Well I have no Idea why that piece of code was needed, but I guess it was necessary. But that piece of code only makes it spawn at light levels 8 and lower. There was no need to change that I think do you want it to spawn at high light levels or low light levels like mobs? If so that was fine, but since you want it to only spawn underground you need to add worldObj.canBlockSeeSky(blockPos) to the getCanSpawnHere() method- [1.10.2] Spawn mobs in caves
What is with this.rand.nextInt(32) You should also check to see if the entities pos can see sunlight using worldObj.canBlockSeeSky(blockPos)- [1.10.2] Spawn mobs in caves
Well as long as the class path extends EntityLiving you should be able to use getCanSpawnHere() and could you show me how you edited it.- [1.10.2] Spawn mobs in caves
You mean your Entity is a passive entity?- [1.10.2] Spawn mobs in caves
In your Entity class you need to override this method public boolean getCanSpawnHere() { return this.worldObj.getDifficulty() != EnumDifficulty.PEACEFUL && this.isValidLightLevel() && super.getCanSpawnHere(); } To add the entity to spawn just loop through all the biomes from BiomeGenBase use EntityRegistry.addSpawn()- [1.10.2] Custom TileEntity class writeToNBT
It is weird, but I think it may have something to do with this 1. Creates a new NBTTagCompound 2. The new NBTTagCompound is equal to tileEntity.writeToNBT(the new NBTTagCompound) 3. NBTTagCompound is saved to disk. I think that is how it works and don't know why they changed it. Diesieben or someone if you know why they changed it and/or how it works feel free to post or pm me about it.- [1.10.2] Custom TileEntity class writeToNBT
The one that was passed in.- [1.10.2] Custom TileEntity class writeToNBT
They changed the methods return type instead of void it's NBTTagCompound.- 1.9 Furnace Like Block
Well since you copied them...I doubt you know what they do.... But now you need to make new Slot classes one for Output and one for FuelInput unless you are using the Normal Furnaces Fuel.- 1.9 Furnace Like Block
Container Furnace and GuiFurnace Do not make them exact copies there need to be changes if you want to use your own custom recipes.- [1.10.2] Block orientation based on player
{ "parent": "block/orientable", "textures": { "top": "modid:blocks/texture_top", "front": "modid:blocks/texture_front_off", "side": "modid:blocks/texture_side" } }- [1.10.2] Block orientation based on player
First a suggestion instead of public static void setState(boolean active, World worldIn, BlockPos pos) { BlockMachine.setState(active, worldIn, pos, ModBlocks.FLUXGRINDERWORKING, ModBlocks.FLUXGRINDER); } Use public static void setState(boolean active, World worldIn, BlockPos pos) { super.setState(active, worldIn, pos, activeBlock, nonActiveBlock); } But back on topic did you look at the JSON aswell?- [1.10.2] Block orientation based on player
So the problem you are having is that when you place it, it faces the complete opposite way?- [1.7.10][Unsolved] Texture based on surrounding blocks
You should update to 1.10 aswell- [1.7.10][Unsolved] Texture based on surrounding blocks
I think you nedd to use a IBakedModel, or maybe even a TESR but if you can use a IBakedModel you should.- [1.10.2] Block orientation based on player
Alright have fun, come back if you have any troubles.- [1.10.2] Block orientation based on player
The furnaces rotaton is handled using the new blockstate system as you can see there is a property in BlockFurnace and in the model JSON.- [1.10] The Animation System
From what i see looking through that class is that it is used to animate A TileEntity and it seemingly uses an Entity aswell to do so? And I was told by diesieben07 that it requires a TESR as seen here ClientRegistry.bindTileEntitySpecialRenderer(Chest.class, new AnimationTESR<Chest>() { @Override public void handleEvents(Chest chest, float time, Iterable<Event> pastEvents) { chest.handleEvents(time, pastEvents); } }); And the registering of the entity here EntityRegistry.registerModEntity(EntityChest.class, entityName, 0, ModelAnimationDebug.instance, 64, 20, true, 0xFFAAAA00, 0xFFDDDD00); RenderingRegistry.registerEntityRenderingHandler(EntityChest.class, new IRenderFactory<EntityChest>() { @SuppressWarnings("deprecation") public Render<EntityChest> createRenderFor(RenderManager manager) { /*model = ModelLoaderRegistry.getModel(new ResourceLocation(ModelLoaderRegistryDebug.MODID, "block/chest.b3d")); if(model instanceof IRetexturableModel) { model = ((IRetexturableModel)model).retexture(ImmutableMap.of("#chest", "entity/chest/normal")); } if(model instanceof IModelCustomData) { model = ((IModelCustomData)model).process(ImmutableMap.of("mesh", "[\"Base\", \"Lid\"]")); }*/ ResourceLocation location = new ModelResourceLocation(new ResourceLocation(MODID, blockName), "entity"); return new RenderLiving<EntityChest>(manager, new net.minecraftforge.client.model.animation.AnimationModelBase<EntityChest>(location, new VertexLighterSmoothAo(Minecraft.getMinecraft().getBlockColors())) { @Override public void handleEvents(EntityChest chest, float time, Iterable<Event> pastEvents) { chest.handleEvents(time, pastEvents); } }, 0.5f) { protected ResourceLocation getEntityTexture(EntityChest entity) { return TextureMap.LOCATION_BLOCKS_TEXTURE; } }; } });- [Solved] [1.10.2] Item NBT issues
Yup that is the way to do it :3 have fun modding.- [Solved] [1.10.2] Item NBT issues
You mean you moved the stuff in your onCreated to onUpdate?- [Solved] [1.10.2] Item NBT issues
Are you crafting it or spawning it in? - [1.7.10]Making trees and saplings (trees more important)
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