Everything posted by Elrol_Arrowsend
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[1.7.10]Custom Dimension that generates like the overworld
This what I came up with, I think it will work for me
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[1.7.10]Custom Dimension that generates like the overworld
I hate to sound ignorant, but how would I go about making the code to allow me to add a: .canBeMirrored on the end of ablock. the only way that I can think would be to make a class that extends block and add it in there. is there another way?
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[1.7.10]Custom Dimension that generates like the overworld
Should I add my blocks like : Block[] ablock = new Block[65536]{ModBlocks.darkStone, ModBlocks.darkGrass, ModBlocks.darkDirt, etc} or is there another way. and do the darker versions need to be in order so that they generate correctly (if I have dark cobble first would it replace the stone with dark cobble when it generates?)
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[1.7.10]Custom Dimension that generates like the overworld
I understood the majority of what you said, here is the bit of code I think you are referring to. Where in it can I use my blocks to generate instead of minecraft's blocks
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[1.7.10]Custom Dimension that generates like the overworld
basically I want it to generate the world the exact same way, the blocks that it will generate however will not be stone, or dirt, but be Mirror stone and mirror dirt, every block in the dimension will be a mirror version of the original, and I will have a mirror item and where ever you are in the world is where it will put you in the mirror dimension
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[1.7.10]Custom Dimension that generates like the overworld
I would really like assistance with this issue. I am working on making a mod for my Custom Modpack: Dark Arrow. It would really help me
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[1.7.10]Custom Dimension that generates like the overworld
I am trying to make a mirror dimension that looks exactly like the overworld, using the same seed and the same world generator, so that when a players uses a mirror it teleports them to the same coordinates in the mirror dimension and it looks the same. If anyone can point me to the file in minecraft that generates the biomes/blocks/anything else and/or can help in any way, I would be grateful. Thanks in advance
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[1.7.10] Making a path between blocks to set a teleport destination
alright, first thing, i managed to make the whole thing work, and i may have done it a difficult way, but basically i have 1 block, and the only thing that i change is the render of the pipes, i have a few tests to get the direction of each pipe, and i managed to write the locations of the end pipes to each other to set their location to teleport to. if you would like i made the first alpha version of my mod, i could upload it to get some feed back and tips/pointers on how to make it better.
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[1.7.10] Making a path between blocks to set a teleport destination
I am making a mod, based on the Mario pipes. basically the problem i am having, is that i have no idea how i can go about using a block to find other blocks to make a path to get from one side of these pipes to the other, i dont think i am explaining this quite right, so i will post a picture. what i need, is to be able to locate the end pipes, and teleport the player from one to the other and back. if anyone can point me to a tutorial or give me a basic idea of how i would go about doing this, then let me know. thanks in advance!
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[1.7.10]Coding a cube rotated on the corner
that isnt a text tutorial (duh) but it was very helpful, the first video was him making a table in techne.....
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[1.7.10]Coding a cube rotated on the corner
Is there a good text tutorial for how to code a 1.7.10 custom rendered block
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[1.7.10]Coding a cube rotated on the corner
Every time I post I forget something. I am coding 1.7.10
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[1.7.10]Coding a cube rotated on the corner
I am trying to code a block which renders on its corner. The vertical axis goes through two corners on opisite sides of the cube. If possible I would like it to rotate. But If not don't worry about it. I have not had any success with trying to code this.
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Creating a config file in the world save folder
where exactly are these, or do i need to make them my self, when i tried this, it didnt work: @SubscribeEvent public void onServerStarting(FMLServerStartingEvent e){ }
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Creating a config file in the world save folder
Ok, so how exactly would I go about using this helpful looking piece of code?
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Creating a config file in the world save folder
I am having a little trouble trying to figure out how to make a config (1) in anywhere other then the /config folder. and (2) to have it generate in a world save location on the world creation. I am trying to make a mod similar to the plugin McMMO so that I, and anyone else, can play it on singleplayer. any help with either problem, or both, will be much appreciated
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[1.7.10]Setup Dependencies
is there any way to have a required version of the mod used for the dependency?
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[1.7.10]Setup Dependencies
Hello. I am Elrol. I am using Pam's HarvestCraft to make my own addon for it. Since all of the items have an OreDict entry, I can use the items with out needing to have the src for it. How ever, I want my mod to have Pam's harvestCraft as a dependency. I am coding for 1.7.10, any help is welcome.
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[Solved][1.7.10]Creating a Custom Enchantment Table
I figured out that i needed the RenderEnchantmentTable.class in net.minecraft.client.renderer.entity I then needed to initialize my copy of it, in the clientProxy. It all works now huzzah!
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[Solved][1.7.10]Creating a Custom Enchantment Table
well, the way i learn how to code is by using minecraft code and changing it to see what i can do, and when i do, i learn what certain codes do and how to code, so this code is almost the same as the vanilla enchantment table. Here is the Block and the TileEntity:
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[Solved][1.7.10]Creating a Custom Enchantment Table
Hello fellow coders, I have been having some trouble with making an enchantment table look alike. I got the base of the table to work, but the Book on top of it refuses to show up. can anyone here point me in the right direction or assist me in this matter. any and all help is appreciated
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[1.6.4]Forge-Gradle addon mod setup
Will that allow me to make my mod into a referenced library or what ever to use it to make a new mod that uses it as a dependency
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[1.6.4]Forge-Gradle addon mod setup
I am trying to make an addon for my mod, but only found that i should put the decompiled mod in forge/src/mods or something, i could not find the folder to put it in. So how can i set it up to make it an addon for my own mod, which is decompiled already.
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MFR And extra utilities mid integration
Hello, I am hoping that someone could help me with a little mid integration. I am trying to get my seeds an appointed to work in MFR planter, the drops and stuff to work with the harvester and my liquids to have a color on the drum from extra utilities
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[1.6.4]ChefCraft Trees
Hello, I am currently coding a mod called ChefCraft. I was coding a few trees into the mod, but I can't get the items to render correctly. both types of wood are named the same, and look the same when they are placed. after a while, I copied the original leaves, wood, and sapling files and renamed them and changed the code. It still was not rendering correctly, I think that it has to do with the Registry of the items. the two blocks have metadata and I cant get them to work -Elrol
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