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Everything posted by brandon3055
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[1.7.10] Custom Tile Entity Renderer has a shadowy overlay
brandon3055 replied to Max9403's topic in Modder Support
@OP So yo clarify. Your white overlay which you currently have rendering all the time is changing to the grey/shadow colour when you look down and you would like to know how to stop it. Is that correct? -
Mod crashes when I try to place a custom fire block
brandon3055 replied to WolfAmaril's topic in Modder Support
Ok so you dont need to do anything with textures or rendering just set the texture name "fire" and BlockFire will take care of the rest. https://github.com/brandon3055/Draconic-Evolution/blob/master/src/main/java/com/brandon3055/draconicevolution/common/blocks/SafetyFlame.java -
Mod crashes when I try to place a custom fire block
brandon3055 replied to WolfAmaril's topic in Modder Support
I'm not at my ide atm but I have a custom fire block in my mod. As I recall it wasn't to hard to pull off so its probably something simple I will take a look at your code and compair it to mine when I get home. You don't need to use your own texture if you just want the vanilla fire texture. -
One thing to note is that on a server the values you give to sendCraftingToCrafters (I think that's the method I'm not at my ide) is truncated to a short so if your max energy is over 32k you will need to find a way around that. My solution was to divide my energy value by x on the sending side and multipley it by x on the receiving side (x is the minimum value you need to get your max energy under 32k) this isn't as acurate but its close enough for my purpose
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Draconic Evolution v1.0.0 is now public!!! Change log: -Added Dislocator Stand. -Re wrote the advanced charm of dislocation. >Re designed gui. >Can now teleport other players if they give consent (by sneaking) >Can now scroll through the destinations by holding shift and scrolling. >Now stores 100 destinations. -Switched to the new IMessage network system (Fixes minor memory leak) -Hid items that should not be shown in nei. -Added Draconic Chest. -Draconium ore now drops 4 - 12 dust when harvested with fortune 3 as opposed to 2 - 8. -Re wrote a lot of the damage and effect code for armor. -Armor now uses RF. -Re wrote most item information code. -Added lore to language localization. -Added config option to disable item lore. -Tools are now enchantable. -Fixed knockback not working. -Fixed staff not mining some blocks at correct speed. -Fixed some rendering bugginess with the particle gen. -Removed 0.9.3-beta update fix. -Grinder now kills in a 9x9x9 area 4 blocks bellow and 4 blocks above the grinder. -You can now shift right click the grinder to display the kill area. -Reduced energy usage of the tools from 450RF to 80RF per block. -Reduced energy usage of the swords from 1000RF per hit to 250RF. -Increased charge rates 5x. -Added Awakened Draconium. -Added Awakened Draconium Block. -Added Wyvern Core (Crafting component) -Added Awakened Core (Crafting component) -Removed Draconic Compound. -Removed Infused Compound. -Added Wyvern Energy Core (Crafting component) -Added Draconic Energy Core (Crafting component) -Added Wyvern Flux Capacitor. -Added Draconic Flux Capacitor. -Added Ritual of Draconic Awakening. -Changed a lot of crafting recipes. -Changed the energy core and energy pylon (block) texture. -Improved bow VOF manipulation. -Added Achievements. -Changed stabilized spawner upgrade requirements. -Dislocators can now also teleport player mounts. -Increased Energy pylon max transfer to 2,147,483,647 RF/t -Energy core now changes colour to red as it fills. -Draconic Helm prevents mining slowdown under water. -Draconic Chest stops mining slowdown when flying. -If an Energy Pylon is within range of multiple cores the core it is connected to can be toggled. -Tools and armor now retain their energy when upgraded to draconic -Added a recipe to create dirt from sand rotten flesh and plant matter
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http://files.minecraftforge.net/minecraftforge//1.8
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@Override public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_) { return ModItems.item; }
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You can do it ether by adjusting the image or using GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); but you also need to enable glBlend for it to work. GL11.glPushMatrix(); GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.5F); drawTexturedModalRect(); GL11.glPopMatrix(); Im not sure exactly what the glBlend Functions do because there arnt really any tutorials on GL11 that i have been able to find.
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That looks correct. To change the amount dropped you need to override quantityDropped(Random random) in your block class and return a random number in the range you want. If you want it to be fortunable also override quantityDroppedWithBonus(int fortune, Random random) which is the same as quantityDropped except it gives you the fortune level it was mined with.
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take a look at TileEntityChestRenderer that uses the same type of model. Then you just register it like any other TESR
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GL11.glRotated code not working correctly
brandon3055 replied to memcallen's topic in Modder Support
It dosnt look like you are using the metadata to set the rotation on the renderer. Also the float at the end of renderTileAt isn't scale its the time since the last game tick -
Of corse a model is a model it dosnt matter what you use it on.
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How do you handle nbt in crafting recipes?
brandon3055 replied to brandon3055's topic in Modder Support
Thanks. And i assume i just register it with GameRegistry.addRecipe(new MyRecipeClass); -
What i need is something like the upgrade recipe for the flux capacitor in thermal expansion. I have a set of items that store energy and they come in two tiers. I would like them to retain their energy value when upgrading from tier 1 to tier 2 how can this be done?
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GL11.glRotated code not working correctly
brandon3055 replied to memcallen's topic in Modder Support
Not sure exactly what you mean without pictures but my guess is its because you are translating an extra 0.5 on the x and y values. Try uning GL11.glTranslated(x, y, z); then rotate then GL11.glTranslated(0.5D, 0.5D, 0); -
[1.7.10]NOT SOLVEDMy mod is crashing on servers?
brandon3055 replied to Looke81's topic in Modder Support
Why are you bumping this thread? diesieben just told you what you need. If you dont know how to use packets just say so. -
Get the arrows age when it first hits the object then when the arrows age is x number of ticks greater the when it hit the block make it explode.
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[1.8]How to register metadata blocks with different names
brandon3055 replied to LogicTechCorp's topic in Modder Support
Well the registered name is supposed to be the same across all blocks because they are all the same block just with different meta data. All meta blocks are the same look at wool for example each colour is the same block with different metadata. -
Return true for isItemEqual() with any itemDamage
brandon3055 replied to grand_mind1's topic in Modder Support
Pretty much what i expected. But in the past i have used instanceof in a lot of places i could have used == would it be worth the time to go back and change them? (is there any disadvantage to using instanceof in place of ==) -
Return true for isItemEqual() with any itemDamage
brandon3055 replied to grand_mind1's topic in Modder Support
Well in what situation would you use one rather then the other? -
Return true for isItemEqual() with any itemDamage
brandon3055 replied to grand_mind1's topic in Modder Support
Quick question related to this topic. You can use either stack.getItem() instanceof ItemClass or stack.getItem() == ModItems.item I use both interchangeably but which is better? -
[1.8]How to register metadata blocks with different names
brandon3055 replied to LogicTechCorp's topic in Modder Support
You need to override getUnlocalizedName(ItemStack stack) in your ItemBlock class and return a different unlocalized name for each damage value. I like to just do @Override public String getUnlocalizedName(ItemStack stack) { return super.getUnlocalizedName(stack) + stack.getItemDamage(); } Then in your language file you would just have tile.modid:name0.name=Name 0 tile.modid:name1.name=Name 1 tile.modid:name2.name=Name 2 tile.modid:name3.name=Name 3 etc... -
The container is only used to synchronise the client with the server. For buttons you will need a packet handler. Its very easy to set one up just follow this tutorial. http://www.minecraftforge.net/forum/index.php/topic,20135.0.html
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your missing t.startDrawingQuads(); and t.draw() t.startDrawingQuads(); t.addVertexWithUV(10*pixel, 0*pixel, 0*pixel,1,1); t.addVertexWithUV(10*pixel, 6*pixel, 6*pixel,1,0); t.addVertexWithUV(6*pixel, 6*pixel, 6*pixel,0,0); t.addVertexWithUV(6*pixel, 0*pixel, 0*pixel, 0, 1); t.draw()
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Can't use Thermal Expansion in dev enviroment
brandon3055 replied to KeeganDeathman's topic in Modder Support
Dont know anything about that error but you can use extra utilities for energy transfer.