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  • Kwibble

Kwibble

Forge Modder
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  • Content Count

    340
  • Joined

    June 5, 2014
  • Last visited

    September 19, 2014

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35 Excellent

About Kwibble

  • Rank
    Diamond Finder

Converted

  • Gender
    Male
  • Personal Text
    I quibble a lot. Don't push me.

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  1. Kwibble

    [1.7.2] Turn Off Pickaxe Recipe Mirroring?

    Kwibble replied to doctortab's topic in Modder Support

    As Kineriderf has said, use your own custom IRecipe class. They are absolutely great for all sorts of complex recipies
    • August 11, 2014
    • 9 replies
  2. Kwibble

    [SimpleNetworkWrapper] Bi-directional packets

    Kwibble replied to coolAlias's topic in Modder Support

    With the on message method, you can return a message to the client... Wait, nevermind. What I was going to say is you could have a boolean passed in to the constructor representing whether or not you want to "send" it to the server or not. That boolean then determines whether or not the onMessage updates the server side values, or returns the packet to update the client. Maybe you can subclass say MainPacket and call the child class MainPacketClient and just pass all functionality to the super class? It could potentially lead somewhere.
    • July 29, 2014
    • 8 replies
  3. Kwibble

    [1.7.10] Trying to make an api and a few question about an api.

    Kwibble replied to drok0920's topic in Modder Support

    No, shieldbug1 is correct. The method body is the { and } When making an interface, the methods are declared as: public interface SomeInterface { void someMethod(int par1, String par2String, Object par3Object); } And then we can get onto the actual topic of API's themselves. Anything that is a public/public static method can be called an API. The definition of what is an API in one's code... It's a very obscure line.
    • July 28, 2014
    • 13 replies
  4. Kwibble

    Can't load my configuration file

    Kwibble replied to syntaxjedi's topic in Modder Support

    From the looks of your error, you aren't implementing an interface, or not extending something. That's all I got for a ClassCastException.
    • July 25, 2014
    • 14 replies
  5. Kwibble

    How to make my mod available on github

    Kwibble replied to _gjkf_'s topic in Modder Support

    I use source tree on a mac, and its great I use in conjunction with bit u bitbucket though l, so I am not sure of there are any different quirks with github. I highly doubt its different. Aside from that, its great! @jabelar I personally use command line on my wondow
    • July 25, 2014
    • 18 replies
  6. Kwibble

    [1.7.10] Blacklisting Items From Appearing

    Kwibble replied to SilentThief's topic in Modder Support

    I have two ideas on how to do this. My interests would lead me to use recursion. The other option is to use a do- ... Wait. You will need two for loops and recursion.
    • July 22, 2014
    • 6 replies
  7. Kwibble

    Advantages of .obj file over regulars?

    Kwibble replied to KeeganDeathman's topic in Modder Support

    And that is what Pixelmon does.
    • July 16, 2014
    • 6 replies
  8. Kwibble

    1.7.10 - Extended TileEntity Properties ?

    Kwibble replied to Blackout's topic in Modder Support

    * sighs * If one is to interpret the question how you have, they must be pretty one sided. I assume that the OP is asking to add extra data to a tile entity. And I have no clue who you are ripping into about being insistent on using IExtendedEntityProperties. Seeing as I am the only one who mentioned it, I assume that was aimed at me. Please retake your 6th grade English class. It will serve you well.
    • July 15, 2014
    • 15 replies
  9. Kwibble

    1.7.10 - Extended TileEntity Properties ?

    Kwibble replied to Blackout's topic in Modder Support

    I'm fairly certain that tile entities are subclassing an Entity class of some sort aren't they? If so, what is stopping one from adding an IExtendedEntityProperties?
    • July 15, 2014
    • 15 replies
  10. Kwibble

    Correct way to spawn an entity with an item

    Kwibble replied to Kwibble's topic in Modder Support

    By fall into the ground - they never get above ground again. The spawn egg spawns it fine, whereas mine doesn't. The only thing I changed with the code is make it so it always spawns the same entity. This seems to break it As to adding y + 1 I don't think that fixes it. Will test that Yeah.. Doesn't fix it. +5 doesn't do anything either.
    • July 15, 2014
    • 2 replies
  11. Kwibble

    Correct way to spawn an entity with an item

    Kwibble posted a topic in Modder Support

    Basically I am making a "custom spawn egg". While not a custom spawn egg, I want to have the same behaviour - spawn an entity on item use/right click. Everything I have tried has resulted in the Entity spawning, then falling into the ground... Any ideas what the "right" way to do this is? NOTE: I have already tried copy/pasting ItemMonsterPlacer (spawn egg) code and tweaking it slightly, but it doesn't work either.
    • July 15, 2014
    • 2 replies
  12. Kwibble

    Advantages of .obj file over regulars?

    Kwibble replied to KeeganDeathman's topic in Modder Support

    The biggest difference is this: Animation. You CAN animate Minecraft models. You CANNOT animate .obj files easily. At least, that is what I have been led to understand.
    • July 14, 2014
    • 6 replies
  13. Kwibble

    [SOLVED][1.7.x] Bug in FML, or am I just not understanding?

    Kwibble replied to coolAlias's topic in Modder Support

    There is a much better way. In your Server Proxy, make a method called getPlayerFromMessageContext(MessageContext ctx) and make it return ctx.getServerHandler().playerEntity Then, in your Client Proxy, override it and just return Minecraft.getMinecraft().thePlayer It is a much better solution than GotoLink's suggestion because you don't have to.check for sides and no @SideOnly's are needed. Basically this is what diesieben07 suggested.
    • July 13, 2014
    • 21 replies
  14. Kwibble

    1.7.10 - Get placed TileEntityChest when a player place Chest

    Kwibble replied to Blackout's topic in Modder Support

    Well, if there is a PlayerPlaceBlockEvent or something along those lines, you could check to see if the placed block was an instance of BlockChest and then retrieve the tile entity at the coordinates of the placed block (this would only work with a place block event that is called when the player has FINISHED placing the block).
    • July 13, 2014
    • 7 replies
  15. Kwibble

    [Forge 964 MC 1.6] Save a block inventory on world unload

    Kwibble replied to Niverton's topic in Modder Support

    Of course I can. Have you gone full debug mode on your code? Sysouts in the read/write methods to see if the are actually called? And just a note, the read/wrote methods are called... Somewhere but it is all handled by TileEntity. And TileEntities are entities, therefore, only entities have NBT. As for what you did wrong... Could be all manner of things. You never know.
    • July 13, 2014
    • 5 replies
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