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RetsuWolf

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About RetsuWolf

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    Tree Puncher

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    I am new!
  1. Thank you guys a lot for the help, I really appreciate it and I've applauded you all as I have managed to get this to work. For anyone curious I changed the code in the event class from this. @ForgeSubscribe public void bonemealUsed(BonemealEvent event) { if(event.world.getBlockId(event.X, event.Y, event.Z) == Main.blockTulipTreeSapling.blockID) { ((BlockTulipTreeSapling)Main.blockTulipTreeSapling).growTree(event.world, event.X, event.Y, event.Z, event.world.rand); event.setResult(Result.ALLOW); } } To this. @ForgeSubscribe public void bonemealUsed(BonemealEvent event) {
  2. Thank you for the reply, I've figured out part of it. For some reason it's going through the event code twice. When I print something out in the console where all the other code is, it comes up twice. I have no idea why this is and it's incredibly frustrating. Have any ideas? And of course, any help is greatly appreciated.
  3. Greetings! I've been trying to figure out why my bonemeal event for custom trees isn't working. I've got it to generate a tree but not in the manner I intended. Have a look. This is what happens when I initially bonemeal the sapling. When I re-log or right click on the top leaf blocks they disappear. The second image is what I want the outcome to be. I really don't understand why this isn't working could anyone help me out? It would be extremely appreciated as I have been trying to figure this out for quite some time and I'm getting frustrated. I assume what's happening is
  4. Any ideas? Sorry for the bump this is kind of urgent.
  5. Greetings! I've been working on a mod and I'm trying to generate random snow blocks on the surface of a custom biome. I've made it generate although not the way I intended. When I use the following code. public void decorate(World par1World, Random par2Random, int chunk_X, int chunk_Z) { super.decorate(par1World, par2Random, chunk_X, chunk_Z); WorldGenFlowers snow = new WorldGenFlowers(Block.blockSnow.blockID); boolean doGen = TerrainGen.decorate(par1World, par2Random, chunk_X, chunk_Z, FLOWERS); for (int j = 0; doGen && j < 10; ++j) { int k = chunk_X + par2
  6. Sorry I hadn't realized it was some of the code was changing the text in the post anyways perhaps you could take another look at it? Thank you for the reply by the way.
  7. Greetings! I'm trying to register a custom wood blocks sub blocks although it doesn't seem to want to work. Here is what I have. public String[] woodName = new String[] { "Red Wood", "Blah"}; @Mod.EventHandler public void load(FMLInitializationEvent event) { GameRegistry.registerBlock(blockTreeBlock, "BlockTreeBlock"); for (int i = 1; i < 2; i++){ LanguageRegistry.addName(new ItemStack(blockTreeBlock, i), woodName[i]); } } It gives both the blocks the "Thicket Wood" name. I don't understand why it's not giving them each different names. Does anyone know what's wrong here
  8. I have just one small problem now. I am trying to give the entity the effect for one second an infinite amount of times as long as they're on the block. I've tried this. public void onEntityWalking(World par1World, int par2, int par3, int par4, Entity par5Entity) { for(int i = 0; i > 1; i++) { ((EntityLivingBase) par5Entity).addPotionEffect(new PotionEffect(Potion.blindness.id, par4)); i = 0; } } But it's not going through the loop at all and I don't understand why. If I get rid of the loop and do this. public void onEntit
  9. I can't tell you how thankful I am for your reply as I've been trying to work this problem out for quite some time. I applaud you and thanks again!
  10. Greetings! I'm trying to make a custom log block and I think I've gotten half of it done but I don't know how to actually name the block so that it will show up in Creative Tab. Could someone help me out? Here is the code. Log Block Class package fantasy_biomes.blocks; import java.util.List; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.BlockLog; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.ItemStack; import net.minecraft.util.Icon; import net.minecraft.
  11. Thank for the reply! I'm glad you're trying to help. Anyways I've added this method into the block's class. public void onEntityWalking(World par1World, int par2, int par3, int par4, Entity par5Entity) { par5Entity.addPotionEffect(new PotionEffect(Potion.blindness.id, 600, 4)); } Although it's wanting me to add a cast to par5Entity so it will look like this. public void onEntityWalking(World par1World, int par2, int par3, int par4, Entity par5Entity) { ((Object) par5Entity).addPotionEffect(new PotionEffect(Potion.blindness.id, 600,
  12. Greetings! I've been trying to figure out how I could add potion effects when an entity is on a certain custom block. I've been messing around with a lot of stuff specifically using the following method. public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity) { } I know how to make it so when someone collides with the block it damages them but it would be EXTREMELY helpful if someone could tell me how to add potion effects on collision with the block? Any help is greatly appreciated!
  13. Greetings! I'm having problems with custom tree generation. I know how to make a custom tree but I'm not sure why it's generating this way. The spruce log generates but it doesn't go through the ice. What it looks like on the inside when it's is cut in half. What I want the tree to look like on the inside. Anyone know why this is happening or how to fix it? Any help is really appreciated! Custom Tree WorldGen Class http://pastebin.com/9BBehFEM
  14. Thank you this really helped out! For anyone who doesn't know how to fix this in the tree manager class for your custom tree I just added an if/else statement. This is what it looked like. package fantasy_biomes.trees.managers; import java.util.Random; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkProvider; import cpw.mods.fml.common.IWorldGenerator; import fantasy_biomes.Main; import fantasy_biomes.trees.WorldGenYourTree; public class YourTreeManager implements IWorldGenerator { @Override public void generate(Random random, int chunkX, int chunkZ,
  15. Greetings! I've been wondering how to make custom trees generate biome specifically? I have like 10 new trees but they all generate in every biome. The only way I could think of making them spawn in the biome I want is by changing that biomes top block to a custom block and making the tree only generate on that custom block. I feel like there's an easier way around this. Anyone have any ideas?
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