
LaughingJackalMC
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Everything posted by LaughingJackalMC
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Damaging Entities in range of player if player has...
LaughingJackalMC replied to LaughingJackalMC's topic in Modder Support
Really? Ok thanks a lot! -
Damaging Entities in range of player if player has...
LaughingJackalMC replied to LaughingJackalMC's topic in Modder Support
Thats what i thought, but how would i do this? -
Using Eclipse on ipad? Or alternatives?
LaughingJackalMC replied to LaughingJackalMC's topic in Modder Support
Thanks, looking into that now -
Using Eclipse on ipad? Or alternatives?
LaughingJackalMC replied to LaughingJackalMC's topic in Modder Support
Thank you so much, this really helped, how would i put the mcp stuff on there? -
Using Eclipse on ipad? Or alternatives?
LaughingJackalMC replied to LaughingJackalMC's topic in Modder Support
Well i just don't wan't to miss 2 weeks of coding, i would not like to test it, just code and then test it back home -
Hey, i'm going on holiday tomorrow and I am not taking my laptop, only my ipad. Is there any way to get Eclipse working on an ipad or developing a mc forge mod on ipad? Thanks.
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[1.7.2] Entity spawns on server but not on client
LaughingJackalMC replied to Shalashalska's topic in Modder Support
ok, why should I never use @SideOnly? I know not for mobs I just checked my code, do you mean never for the entire mod or just the mob stuff? -
[SOLVED] Adding an entity egg to custom creative tab?
LaughingJackalMC replied to LaughingJackalMC's topic in Modder Support
Cool it worked thanks. -
[1.7.2] Entity spawns on server but not on client
LaughingJackalMC replied to Shalashalska's topic in Modder Support
I'm pretty sure there should be a SIDEONLY(SIDE.CLIENT) in there somewhere, let me take a look at my code. -
hmm, I don't know. Try doing gradlew setupDecompWorkspace again
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Why isnt my block appearing in game?
LaughingJackalMC replied to LaughingJackalMC's topic in Modder Support
Cool thanks, been modding for years don't know why that caught me out! -
Hey, eclipse deleted my original mod (of course!). So I am re-doing my mod. I always start of with a test block, however my one isn't appearing in game! here is the main code : package me.irule2222.theWWIImod; import me.irule2222.theWWIImod.blocks.Test; import net.minecraft.block.Block; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.EventHandler; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.registry.GameRegistry; @Mod(modid = WWIIMain.modid, name = WWIIMain.name, version = WWIIMain.version) public class WWIIMain { public static final String modid = "wwiimod"; public static final String name = "The World War 2 Mod"; public static final String version = "Pre Alpha 0.1.0"; public static Block test; @EventHandler public void preInit(FMLPreInitializationEvent event) { test = new Test().setBlockName("test"); GameRegistry.registerBlock(test, "test"); } } And the Test class is just: package me.irule2222.theWWIImod.blocks; import net.minecraft.block.Block; import net.minecraft.block.material.Material; public class Test extends Block{ public Test() { super(Material.iron); } } I have an en_US.lang in case that what was the problem, there are no errors in the console. Can anyone help?
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Making a block change state when a mob gets near?
LaughingJackalMC replied to LaughingJackalMC's topic in Modder Support
Cool thanks ill look at that -
hey I am making a mod and one of the blocks in it is a siren block. I have created it so there is 3 blocks, Siren_off, Siren_On and Siren_Active. Basically it changes to Siren_on when a redstone power is sent to it. However I would like the block to also change into Siren_Active when a mob, for instance a zombie gets near. I would also only like it to change into Siren_Active if it is at Siren_On. Is this possible?
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How to add mods to workspace?
LaughingJackalMC replied to LaughingJackalMC's topic in Modder Support
is that just the jar form? sorry im a noob! -
Hey, I was just exploring the workspace and found in the eclipse folder a 'mods' folder. What does this folder do? can you put other mods in it? Because that would be cool for testing integration!?
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thank you so much! It worked!
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yes Item() is the vanilla class
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um, I didn't create a class for the item so heres the bit in the main class : ElderIngot = new Item().setUnlocalizedName("ElderIngot").setCreativeTab(StuffMod).setFull3D().setTextureName(modid + ":" + "ElderIngot"); GameRegistry.registerItem(ElderIngot, "ElderIngot");
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That's what I thought, do you know how to fix it?
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my texture is 16x16, thats all I did lol!
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Hey, I decided to add a new ore and ingot. it was easy enough, but when I went on the game I realized my ingot was way to big! My ingot :https://www.dropbox.com/s/4p0kqs5yrfyfcse/ingot.png normal ingot :https://www.dropbox.com/s/3iryizmh91gxe9f/ingot2.png What di I need to do?
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[Solved] Custom Armour Only Craftable?
LaughingJackalMC replied to LaughingJackalMC's topic in Modder Support
Hey guys it doesn't matter @tiffit was right all I had to do was define the creative tab of the armour for eeach piece in the main class