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proalt

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Everything posted by proalt

  1. Me asking for files ?! ~ meh you have no idea how much modding i can do.
  2. Copy pasterino, of mc codes ?! mostly exstend everything to org mc anyway why would you do the same world 2 times -.-
  3. ANSWER: .setUnlocalizedName you have it wrong written in code. CASE CLOSED
  4. Modid doesnt matter dont listen to him, you need to tell us where is your assets file the location of it. Maybe you putted it to the wrong folder
  5. Where is your clientproxy, commonproxy, nothing ?! You need Render and Entity. ~ maybe i am wrong below but not above, you need to have render aside entity class. Also you cant do CustomPig extends EntityPig. Some of the AI wont work if you dont have your own. Becouse some of them are only connected to EntityPig.
  6. added full code of the file. Here is a ChunkProvider: // NA if(rand.nextInt(15) == 0) { for(k1 = 0; k1 < 8; ++k1) { l1 = k + this.rand.nextInt(16) + 8; i2 = this.rand.nextInt(256); int j2 = l + this.rand.nextInt(16) + 8; (new WorldGenNA()).generate(this.worldObj, this.rand, l1, i2, j2); } } //
  7. ADDED EDIT:
  8. Hello i need help with world gen, i want my scructure to spawn on surface. This is my current code and structure that i have spawning inside stone, i want to have my structure on surface ( grass ). EDIT: FULL CODE N/A import static net.minecraftforge.common.ChestGenHooks.DUNGEON_CHEST; import java.util.Random; import net.minecraft.init.Blocks; import net.minecraft.init.Items; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntityChest; import net.minecraft.util.WeightedRandomChestContent; import net.minecraft.world.World; import net.minecraft.world.gen.feature.WorldGenerator; import net.minecraftforge.common.ChestGenHooks; public class WorldGenNA extends WorldGenerator { public boolean generate(World world, Random rand, int x, int y, int z) { if(world.getBlock(x, y, z) != Blocks.grass || world.getBlock(x + 5, y + 5, z + 5) != Blocks.grass || world.getBlock(x, y + 5, z + 5) != Blocks.grass|| world.getBlock(x + 5, y, z) != Blocks.grass) { return false; } world.setBlock(x + 0, y + 0, z + 0, Blocks.bedrock); world.setBlock(x + 0, y + 0, z + 1, Blocks.bedrock); world.setBlock(x + 0, y + 0, z + 2, Blocks.bedrock); world.setBlock(x + 0, y + 0, z + 3, Blocks.bedrock); world.setBlock(x + 0, y + 0, z + 4, Blocks.bedrock); world.setBlock(x + 0, y + 1, z + 0, Blocks.bedrock); world.setBlock(x + 0, y + 1, z + 1, Blocks.bedrock); world.setBlock(x + 0, y + 1, z + 2, Blocks.bedrock); world.setBlock(x + 0, y + 1, z + 3, Blocks.bedrock); world.setBlock(x + 0, y + 1, z + 4, Blocks.bedrock); world.setBlock(x + 0, y + 2, z + 0, Blocks.bedrock); world.setBlock(x + 0, y + 2, z + 1, Blocks.bedrock); world.setBlock(x + 0, y + 2, z + 2, Blocks.bedrock); world.setBlock(x + 0, y + 2, z + 3, Blocks.bedrock); world.setBlock(x + 0, y + 2, z + 4, Blocks.bedrock); world.setBlock(x + 0, y + 3, z + 0, Blocks.bedrock); world.setBlock(x + 0, y + 3, z + 1, Blocks.bedrock); world.setBlock(x + 0, y + 3, z + 2, Blocks.bedrock); world.setBlock(x + 0, y + 3, z + 3, Blocks.bedrock); world.setBlock(x + 0, y + 3, z + 4, Blocks.bedrock); world.setBlock(x + 1, y + 0, z + 0, Blocks.bedrock); world.setBlock(x + 1, y + 0, z + 1, Blocks.bedrock); world.setBlock(x + 1, y + 0, z + 2, Blocks.bedrock); world.setBlock(x + 1, y + 0, z + 3, Blocks.bedrock); world.setBlock(x + 1, y + 0, z + 4, Blocks.bedrock); world.setBlock(x + 1, y + 1, z + 0, Blocks.bedrock); world.setBlock(x + 1, y + 1, z + 4, Blocks.bedrock); world.setBlock(x + 1, y + 2, z + 0, Blocks.bedrock); world.setBlock(x + 1, y + 2, z + 4, Blocks.bedrock); world.setBlock(x + 1, y + 3, z + 0, Blocks.bedrock); world.setBlock(x + 1, y + 3, z + 1, Blocks.bedrock); world.setBlock(x + 1, y + 3, z + 2, Blocks.bedrock); world.setBlock(x + 1, y + 3, z + 3, Blocks.bedrock); world.setBlock(x + 1, y + 3, z + 4, Blocks.bedrock); world.setBlock(x + 2, y + 0, z + 0, Blocks.bedrock); world.setBlock(x + 2, y + 0, z + 1, Blocks.bedrock); world.setBlock(x + 2, y + 0, z + 2, Blocks.bedrock); world.setBlock(x + 2, y + 0, z + 3, Blocks.bedrock); world.setBlock(x + 2, y + 0, z + 4, Blocks.bedrock); world.setBlock(x + 2, y + 1, z + 0, Blocks.bedrock); world.setBlock(x + 2, y + 1, z + 4, Blocks.bedrock); world.setBlock(x + 2, y + 2, z + 0, Blocks.bedrock); world.setBlock(x + 2, y + 2, z + 4, Blocks.bedrock); world.setBlock(x + 2, y + 3, z + 0, Blocks.bedrock); world.setBlock(x + 2, y + 3, z + 1, Blocks.bedrock); world.setBlock(x + 2, y + 3, z + 2, Blocks.bedrock); world.setBlock(x + 2, y + 3, z + 3, Blocks.bedrock); world.setBlock(x + 2, y + 3, z + 4, Blocks.bedrock); return true; } EDIT: This on top or if anyone knows if i can just make chests spawn around the world with custom items inside. Or any other blocks to spawn around the world like trees.
  9. bumperinop
  10. Hello need help with the villagers gui. Basicly i dont know how should i make my custom gui from villager and add it to custom vilagger. ~Villagers gui file should be "GuiMerchant" and the thing when you right click on villager is here: par1EntityPlayer.displayGUIMerchant(this, this.getCustomNameTag()); Now if i make custom GuiMerchant and i name it "CustomGuiMerchant" where can i connect my custom gui to open instead of the original one. And do i need to do something more then just copy and then remake custom gui, like handlers ... /** * Called when a player interacts with a mob. e.g. gets milk from a cow, gets into the saddle on a pig. */ public boolean interact(EntityPlayer par1EntityPlayer) { ItemStack itemstack = par1EntityPlayer.inventory.getCurrentItem(); boolean flag = itemstack != null && itemstack.getItem() == Items.spawn_egg; if (!flag && this.isEntityAlive() && !this.isTrading() && !this.isChild() && !par1EntityPlayer.isSneaking()) { if (!this.worldObj.isRemote) { this.setCustomer(par1EntityPlayer); par1EntityPlayer.displayGUIMerchant(this, this.getCustomNameTag()); } return true; } else { return super.interact(par1EntityPlayer); } } Sory my english bad
  11. Hello, I need someone to explain to me how the trading works. ~ I have been trying some stuff but i cant seem to get it to work like this: 1. I only want that i give villager 10 items that he can trade when ever and not when you buy one and the one more opens to trade. 2. Only want to trade example "currenty" for an "item". or rather ( 5 gold_ingots ) for a sword. 3. And not like When villager just swaps that for sword to get that 5 g_ingots TL:DR Basicly- 10 items, tradeable anytime, with only GOLD_ingots for weapons: wood sword, iron sword... ( and not weapons for gold ingot ) Thanks.
  12. Hello everyone i need help with custom NPC ( mob ). I have created my npc as basic as possible and now i want to add method when EntityPlayer right-clicks on the npc and it opens new GUI. But i cant seem to find the code everything that i tried was crashing, also i want to have client as well as server side. If someone can help me with the GUI also i want to make this gui something like villagers have but i cant seem to find the gui file that villagers have. Thanks to everyone that Will help. Also if you give me advance code i Will understand it not a begginger just never Quite worked with the gui on npcs.
  13. I think it is has to do with GL11.glRotatef(par1EntityBolt.prevRotationYaw + (par1EntityBolt.rotationYaw - par1EntityBolt.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F); Maybe GL11.glRotatef(par1EntityBolt.prevRotationYaw + (par1EntityBolt.rotationYaw - par1EntityBolt.prevRotationYaw) * par9, 0.0F, 1.0F, 0.0F); is correct. Thanks for the help i fixed it by adding this: public void renderArrow(EntityBolt entitybolt, double d, double d1, double d2, float f, float f1) { if (entitybolt.prevRotationYaw == 0.0F && entitybolt.prevRotationPitch == 0.0F) { return; } }
  14. Bump, anyone ? Also this weird rotation when right click / throw items/ entitys happen for everything . So idk do i have something broken. edit: Every items has the same main file. ""EntityRegistry.registerModEntity(EntityBolt.class, "bolt", 4010, this, 1000, 1, true);""
  15. Hello everyone, i am looking help with Custom Bow & Arrow. I am not a begginer, just want to say that. But the problem is not in the making one i can make it and Works good but the only problem is some kind of weird Lag"lagg" or rotation of it, when i shot the bow-arrow. It only happens when i am in survival with custom arrow and custom bow. When its creative it Works fine. Picture example: Normal Bow/Arrow shot: Custom Bow/Arrow shot ( Lag rotation or something ) Main File: ClientProxy File: Custom Bow Item: Custom Arrow Entity: Custom Arrow Render: If anyone has the same problem Solved/Fixed line is in the comments. Thanks for the help.
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