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GyroEmpire's Achievements

Tree Puncher

Tree Puncher (2/8)



  1. Hows this sound? On placed check for other solar panels around it, if there are none create a new tile-entity, if there are some, add to a variable in the main tile entity, increasing the gen and storage. The problems are that 1. I dont know how to differentiate between the tile entities to add to variables 2. I dont know how to get power out of any of them but the main one. Ps. Im using king lemming's api, so i can use rf.
  2. I've created a solar panel block that generates power. I would like to be able to place them next to each other to allow them to share the same power storage and generation based on the blocks size. On top of that, i would also like to pull the power out of any one of the blocks, and drain the same internal buffer. I'm not really sure how to go about this efficiently. I'm not to familiar with how multi-blocks work, should this be one of them? Or should i have them export to each others buffers(I think this would cause bad lag, and they would have to have huge buffers to compensate for energy production). I'm pretty sure i can write the code for however it will work, just need some help determining how it should work(When, where, and how to do the things that need to be done).
  3. Edit: Solved this. Had an issue with the location of my class files.
  4. Fixed this myself, for anyone wondering, you need to create an instance of tessellator then use it to manually specify the brightness and color.
  5. I was having trouble with my connected textures not rendering properly, so i added a custom renderer for the block to try to flip them back around. My new renderer was successful at fixing the connections, but i caused a weird overlay to occur on the blocks. Its very random, and i can sometimes manage to get it to place one without the overlay. The bright one on the left is the original, how i want it to look. The others are affected by the strange overlay. Here's my full source, https://github.com/PeteNorf/WorldDominationSource/tree/master/java/worlddomination The blocks being used are BlockTileConnected, BlockSolarPanel, and the renderer is found in /client/render/block. Renderer:
  6. Sorry, AIOOB? My sapling definitely accepts damage values, it is a sub-block. Its almost an exact copy of the vanilla saplings, but with some modification to make it work with my code. Im not sure why its dropping with a meta of 4, my sapling is the main, 0 metadata block. Is there a problem with the code that selects the metadata to drop, if set it to drop a vanilla sapling it drops acacia, which is also metadata 4. Edit: Got it, it was offset by 4 thanks for helping interpret that crash report. I feel kind of stupid now
  7. Hi, I'm having some trouble dropping my custom sapling. When you break leaves, get the random draw, they drop, then Minecraft crashes. It looks like they are dropping first, and from what i could see from the crash report its a rendering issue(Which i know very little about). This is strange because if i drop it on the ground with my player it is fine. Here is the Crash Report: Here is all of my mods source code: https://github.com/PeteNorf/WorldDomSource/
  8. Thanks everyone, i was able to solve this issue. if anyone is interested the solution is as easy as putting this.setGraphicsLevel(Minecraft.getMinecraft().gameSettings.fancyGraphics); in your getIcon Method right before you return the icon.
  9. Ok, so i need to call this function and assign it a value? I tried what minecraft does in there Global Renderer, but im getting all kinds of static issues. How am i supposed to use this function?
  10. Thanks for the help, i must have forgot to override it. I am however, still having problems trying to get the opaque textures to show when i have the graphics on fast.
  11. I created some custom leaves for a tree in my mod. They are working fine, but they are rendering strangely. All my code for the leaves was based directly off the vanilla code. I even went through and changed all my variables to the vanilla equivalents after noticing the issues. I switched over to vanilla textures as well. I have no clue what is causing this, and am hoping that one of you has experienced and been able to solve this issue already. For some reason you are able to see through the leaves, kinda like an old school tnt x-ray machine. On the right are normal Oak leaves, the left are my leaves. The opaque textures for fast aren't working as well. Fast: Fancy: I add the block like this in my main blocks class, public static Block WDLeaves = new BlockWDLeaves().setBlockTextureName("wdleaves").setBlockName("wdleaves"); GameRegistry.registerBlock(WDLeaves, ItemWDLeaves.class, Reference.MODID + "_" + WDLeaves.getUnlocalizedName().substring(5)); All of the associated classes. GenericWDLeaves: BlockWDLeaves: BlockWDLeavesBase: ItemWDLeaves Thanks for any help, as always.
  12. I'm wondering how i can differentiate between damage values in my lang file. I'm using a modified copy of minecraft's Log code to make my own. It creates new logs as the same ID with different metadata. package worlddomination.blocks; import java.util.List; import net.minecraft.block.BlockLog; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.IIcon; import worlddomination.util.Reference; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class BlockWDLog extends GenericWDLog { public static final String[] field_150169_M = new String[] {"rubber"}; private static final String __OBFID = "CL_00000277"; /** * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks) */ @SideOnly(Side.CLIENT) public void getSubBlocks(Item p_149666_1_, CreativeTabs p_149666_2_, List p_149666_3_) { p_149666_3_.add(new ItemStack(p_149666_1_, 1, 0)); } @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister p_149651_1_) { this.field_150167_a = new IIcon[field_150169_M.length]; this.field_150166_b = new IIcon[field_150169_M.length]; for (int i = 0; i < this.field_150167_a.length; ++i) { this.field_150167_a[i] = p_149651_1_.registerIcon(Reference.MODID + ":" + this.getTextureName() + "_" + field_150169_M[i]); this.field_150166_b[i] = p_149651_1_.registerIcon(Reference.MODID + ":" + this.getTextureName() + "_" + field_150169_M[i] + "_top"); } } } I saw that the vanilla lang uses, "tile.log.oak.name" How can i do something similar?
  13. Hey, thanks for the help, but i need some clarification on your code. I haven't ever used IIcons, probably because i'm pretty new to forge. I understand the rest of your code, just don't really understand the difference between Icons and using a simple setBlockTextureName();
  14. I am using something like world.provider.instance==0 to check the dimension. Forgive me it ist not 100% correct, i am posting this with my Smartphone. How/Where/When are you actually changing it?
  15. I have created some ores as well as a few types of trees that i have spawning in the overworld, and in the nether. I would like the textures of the ores to be rendered differently for the player depending what dimension they are in. Ex. The wood in the trees changes red in the nether. I'd assume i need to check for the dimension the player is in on a world load event, but i'm not sure about how to make the textures change. I'm pretty new to minecraft modding(Although i have a pretty decent understanding of java), especially forge, so please forgive me if this is really easy to do.
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