
Kwibble
Forge Modder-
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Everything posted by Kwibble
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Giving players potion effects when hit by a projectile
Kwibble replied to Sear_Heat's topic in Modder Support
Read up tutorials on event handling for Minecraft forge. And yes, event.entity is the entity hurt, and event.source.getEntity() is the entity that caused the damage. -
[1.6.4] Create a machine block which can contain water
Kwibble replied to minipopov1's topic in Modder Support
I did say MODDER SUPPORT didn't I? Oh well, no matter. -
[1.6.4] Create a machine block which can contain water
Kwibble replied to minipopov1's topic in Modder Support
You're joking right? Because of your incompetence, here is the link. It's the first two tutorials. http://www.minecraftforge.net/forum/index.php/board,120.0.html -
[1.6.4] Create a machine block which can contain water
Kwibble replied to minipopov1's topic in Modder Support
What's wrong with your code? A LOT of things. I would suggest reading the tutorials on the SimpleNetworkWrapper that are in the tutorials section of the modder support forums. But then again, your working with a tile entity and shouldn't need custom packets. -
Make your block extend BlockContainer instead of block. See if that helps at all.
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Look at this topic: http://www.minecraftforge.net/forum/index.php/topic,20157.0.html
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[1.6.4] Create a machine block which can contain water
Kwibble replied to minipopov1's topic in Modder Support
Server/Client syncing issues I would presume. Time for packet handling. -
Because they can... Before ForgeGradle such a setup was nice. Now... It's just not needed.
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[1.7.2] [Solved] Particle crash by custom block renderer
Kwibble replied to Bektor's topic in Modder Support
@TGG How does ISimpleBlockRenderingHandler take care of rendering a block in the inventory? Can you give an example? -
* claps * well done sir, well done.
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@diesieben07 But what if he wants to have his own custom harvest level? What then?
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I have noticed that you have registered your GuiHandler twice. Once in your registerNetworkStuff() method, and then inside the constructor of your GuiHandler. Try removing the one inside your GuiHandler's constructor and see if that fixes it. If it doesn't, post the crash report.
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That could work. Not really sure what that is though. This question is making me think tessellator. With it you can render a basic cube and depending on the state, start at different points and draw the same texture. Viola, textures rotated. But yeah... That could be inefficient.
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[1.7.2] [Solved] Particle crash by custom block renderer
Kwibble replied to Bektor's topic in Modder Support
Well... I am wondering the same thing. I have made a small fix for this problem by creating an item that places the wanted block via the onItemUse() method. Then, from there, create an IItemRenderer (I think its called) and register it. Then for the actual rendering you use your tile entity renderer and position 0,0,0. But I would like to know the better way of doing it... -
Hmm.. I will have to look into that method... Why make something like that final? It doesn't seem right I would expect forge to have made such a thing editable for such a day as this. I am curious and will be looking into it myself now as well. [EDIT] I am now wondering.. Can you cancel the event and then post a new event but with the itemstack you want?
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* claps enthusiastically * Thank you for teaching me a little bit o' reflection
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WAIT!!! Guess what I found guys, an event @SubscribeEvent public void onCrafted(PlayerEvent.ItemCraftedEvent event) { // do stuff } Note this event is registered on the FMLEventBus and not the MinecraftForge event bus. Man do I feel good now
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No.. You want the blocks as item stacks. So ItemStack stack1 = new ItemStack(params); // replace params with what it asks for. Damn, ninjad Yeah, I am not sure if it would work every time though I.e. Shift clicking out of crafting table/creative mode. Crafting events would still be the easiest.
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Good job Now I haven't messed around with reflection much, but you came up with same solution I would have. And following my logic... It should work.
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Have you looked into the Session class? I believe the players username is set to a value stored in the session class, and the session class is created in the main() method.
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Instead of null you reference whatever items you want as item stacks that's your random returned items. I was going to suggest that you could use the onCreated method of the item... But then I'm not sure how well that works.
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You want to make the entity rise above or below the the ground? If so, why not change the y coordinate of the entity?? Not motionY