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0xC6607Eo1

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Everything posted by 0xC6607Eo1

  1. Hmm, intersting.. how can I detect when a player is exiting the Container & entering it ? also I need it to transfer data to the BlockFurnace. Edit: I have looked at it, and I dont need anything with the container. I need the Block to identify when it opens the container that way it will also get the EntityPlayerMP and I could do custom stuff for that player only.
  2. I have a reguler furance, that I'm using in my mod. Is there anyway that I can get EntityPlayerSMP (the player that is using the furnace) when he opens it. and then when he closes it it will return to null.
  3. I have made my mod SMP, but I got a problem with the achivements. I understood that the nullPointer is because my thePlayer isnt definded and stays as null. but I need to get the EntityPlayer that will work for SMP and SSP, in creating a new block (or apart, my mod can define from ssp / smp)
  4. Thank you, I'm an idiot ;] I never noticed there was Gui and Container in the handler class. I just sticked it from a tutorial because I was in trouble with getting it working
  5. for every gui you need a handler no ? or am I wrong ? Edit: I'm am right, for every gui you need a guiHandler. I have 3 gui's If there is only one handler it dosent work. but if there are 3 guiHandlers it dosent work ether. what is the problem ?
  6. I'm attempting to make 3 gui's that will open. I have used the hole code correctly. When I try to open the furances non-work only the last one that I have configured in the mod file, does. NetworkRegistry.instance().registerGuiHandler(this, guiChemHandler); GameRegistry.registerTileEntity(TileChemFurnace.class, "tileEntityChemFurnace"); NetworkRegistry.instance().registerGuiHandler(this, guiNukeHandler); GameRegistry.registerTileEntity(TileNukeFurnace.class, "tileEntityNukeFurnace"); NetworkRegistry.instance().registerGuiHandler(this, guiSteamHandler); // <--- THIS WORK GameRegistry.registerTileEntity(TileSteamFurnace.class, "tileEntitySteamFurnace"); // <--- THIS WORK others dont, when I try to remove it the second one works NetworkRegistry.instance().registerGuiHandler(this, guiChemHandler); GameRegistry.registerTileEntity(TileChemFurnace.class, "tileEntityChemFurnace"); NetworkRegistry.instance().registerGuiHandler(this, guiNukeHandler); // <--- THIS WORK GameRegistry.registerTileEntity(TileNukeFurnace.class, "tileEntityNukeFurnace"); // <--- THIS WORK // NetworkRegistry.instance().registerGuiHandler(this, guiSteamHandler); // GameRegistry.registerTileEntity(TileSteamFurnace.class, "tileEntitySteamFurnace"); Any idea why ? thanks
  7. now its included in Item.java or Block.java. the only problem, is your using 'return "/mods/item.png";' your returning only the ingot. you need a terrain like 'terrain.png' in minecraft.jar, and then add the item overthere. look up the iconIndex (start counting from zero to 256) untill you hit the item, and the number is your iconIndex. I hope I helped you
  8. No errors. Anyway, who told that I cannot edit any base classes ? I'm editing the minecraft's one's, not Forge's. I can and also did edit them, with no problem with the clients. they say everything is fine..
  9. Yes I know, but I have a trick that the game will take it and restrich without hearting the pixels (not possbile in PS CS6). Thanks alot for the help, I'll wait for the next update. also, why isnt getchangedsrc isnt copying stuff like MaterialTools.java (minecraft source files) only custom like mod_MinecraftForge for example..
  10. Isnt there anyway use a method like ModLoader.addOverride on a blank terrain that is not /gui/items.png or /terrain.png ? this method will really help me, because the icons are 32x32 or 64x64, and if I lower them there pixels break. This would be a great idea, for a method like addOverride, that supports blank terrain's that are not local ones.
  11. Alright, so ModLoader.addOverride is wrong, but setTextureFile is like getTextureFile. I dont want to use a terrain for it. I want to use an empty 256x256 terrain, and add texture to not damage the image high-definition resolution. like ModLoader uses with addOverride.
  12. I have used the SpriteHelper to get a better icon for my Sword (Adobe Fireworks), as i tried to insert it, it was inserted, but in a different way. It overrided the grass block top to the sword, and my sword to a other item texture (quartz). I have used a custom sprite, and I used the code from SpriteHelper with my own slots. String slots = "1111111111111111" + "1111111111111111" + "1111111111111111" + "1111100000000000" + "0000000000000000" + "0000000000000000" + "0000000000000000" + "0000000000000000" + "0000000000000000" + "0000000000000000" + "0000000000000000" + "0000000000000000" + "0000000000000000" + "0000000000000000" + "0000000000000000" + "0000000000000000"; SpriteHelper.registerSpriteMapForFile("/Steamcraft/Terrain/DokiDoki_ITerrain1.png", slots); And it turned out like this: I'm using ModLoader.addOverride properly. or I need to do some other override ? Thanks for any help
  13. I have no idea how to use FML's Gui system. is there any tutorial ? I havent found it on the Wiki.., thanks alot
  14. Alright, so I have found another way to get my GUI working. but the only problem that I cannot get it to conflict with server, it think that the client is 'cheating' and removes his items while in gui. did FML has any command to open my Gui, (GuiChemFurnace), and the server will reconize it and wont delete items on click ?
  15. Hey, I'm trying to create a new inventoryType to Packet100OpenWindow, I found how its working. but when its sended to the client I have no idea where its getting recived. Lets say it sends like this (this is original Furnace) this.serverForThisPlayer.sendPacketToPlayer(new Packet100OpenWindow(this.currentWindowId, 2, par1TileEntityFurnace.getInvName(), par1TileEntityFurnace.getSizeInventory())); the inventoryType is '2'. I have changed mine to 7. but when It gets the packet, it doesnt knows what Gui to open, becuase I have no idea where does it gets the packet to open the GUI. if its 2 it opens Furnace Gui, I want to make 7 open Custom gui. Anybody knows how ? It will really help me .
  16. Forge crashes upon me when I'm trying to hook it in game ( ModLoader.setInGameHook(BaseMod, enable, useClock); ) Also when I'm trying to hook into gui ( ModLoader.setInGuiHook(BaseMod, enable, useClock); ) Log: It may be wrong with my code. but I have no idea at this point, because it comes from com.google / cpw.mod.fml.common.* ...

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