Everything posted by Electrobob99
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[1.7.2+] A few questions
For the elevator, look at how minecarts work, then do a "minecart" that can move up & down (and looks like an elevator). Since the minecart is an entity, I think your elevator will end up being one also. In fact, you'd do well to subclass the EntityMinecart class. BTW, the "Railcraft" mod already does vertical rails for vertical minecart movement, so somebody has already solved this problem (i.e. it must be possible). Well actually by elevator I was thinking something similar to how redpower worked, except with differences. Which would include: Only connects and move only what I code to work with it. Basically the old developer of the mod I'm porting was going to add in a pulley based system, but never got it figured out.
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[1.7.2+] A few questions
Ok, but what if some blocks give off light, and others shouldn't give off light?
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[1.7.2+] A few questions
Ok, I was just wondering if it was possible. And like I said, the elevator like block will be something for later. Now I have a basic question. You see I have many blocks that have subBlocks, so I have a lot of itemBlock class files for them, and was wondering, is there a way to simplify subBlocks to make it more compact, and less cluttered? Possibly make them all utilize one central ItemBlock extending class? Or is that not possible?
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[1.7.2+] A few questions
For the first thing, I want to use it for getting a custom sapling texture, cause it makes more sense to me... And for the moving blocks/entity thing, I mean to later on add a type of "Elevator" with a "pulley" based system to raise and lower the player, and possibly minecarts and tracks. Mainly since the open sourced mod I'm porting was going to add something similar, but never got it working.
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[1.7.2+] A few questions
Ok first question I have been wondering about... Is it possible to set a block's texture to a texture contained in another folder, and if so how? Also another question for future usage... How would I go about making a block, or a set of blocks be able to "move" a certain set of blocks aswell as entities. I'd assume I'd have to have the block set it self as an entity, but not sure on the execution. Any advice helps.
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[1.7.2] Configuration Setup help
Basically what I want to do is, make it look different, change it's design. Like lets say I don't want it to start looking like this: And change how this are presented, it's a bit hard to explain to be honest, especially when I have know plan. Mainly going to use this config to disable certain parts of my mod, and possibly have new categories, and I think I have found what I need in the Configuration class to make new categories, but I don't know if it's right or not.
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[1.7.2] Configuration Setup help
Ok, I have now begun making a config file which generates correctly, but I want to try to make it a bit more customized=, like custom categories and such. Any help?
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[1.7.2] Custom Block texture won't render properly
Ok I feel stupid now, found the problem, throughout the coding process I seemed to have misnamed the textures, and used the top texture as the side texture. *facepalm That's why it messed up
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[1.7.2] Custom Block texture won't render properly
Hmm, I'd assume that I either adjust the pixel locations in the texture file until it reads it correctly, or change the block bounds.
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[1.7.2] Custom Block texture won't render properly
Hmm, I didn't think so, because I've been using code and textures that were used before by the original modder. I can bring up it's old github repository, linked below. https://github.com/Aninon/Automatons
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[1.7.2] Custom Block texture won't render properly
Ok I completely removed getRenderType, and it now looks like how it looked with a render type I even saved and double checked
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[1.7.2] Custom Block texture won't render properly
Well, I'm trying to keep it similar to the old code, besides I have no idea what one would work, since the ones I've tested before still give the same results as the cactus one.
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[1.7.2] Custom Block texture won't render properly
Ok, the loadsprites stuff I mentioned as "Redundant". But on the topic of what I mean is this:
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[1.7.2] Custom Block texture won't render properly
Basically, with the current mod I am trying to port, which is "Rise of the Automatons", I've hit a bit of a snag. Basically one of the blocks added won't render properly. Based on the old code it seems he was able to render it within one class, but it doesn't seem to work. Ironically I utilized similar processes for another block and it rendered exactly. Here is the unported code, and current code. I know some of the current code may be redundant, but It shall be cleaned up. Unported: Current: So any help here on why it's not rendering correctly?
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[1.7.2] Configuration Setup help
Well, luckily I found how to make it work utilizing code from the vanilla tallgrass But I didn't copy paste it. I typed it by hand, and learned from it, basically I made getItemDropped return null, utilized quanityDroppedWithBonus, and used the getDrops ArrayList to do the drop for my tallgrass like block... And all I really had to change in that was the representation of the "seed" variable
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[1.7.2] Configuration Setup help
Ok, I will look into it. Ok, now I have another question. You see, I'm trying to make a custom TallGrassblock drop an item similar to how vanilla tall grass drops seeds. Any help is appreciated.
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[1.7.2] Configuration Setup help
Basically what I'm asking is this, how exactly do I make my mod generate/create a config file in the proper place, i.e the config folder. Never found a proper tutorial for such
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[1.7.10] Virus Block
hmm, well I gotta ask, where exactly did you place "this.setTickRandomly(true);"?
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[1.7.10] Virus Block
My tip, would be to look at and possibly utilize the blockGrass code, because that one is close to it.
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[1.7.2] Moved By piston detection?
Basically What I ask is it possible to detect whether a block is moved by pistons, because currently I'm using breakBlock to make it drop and place a block when destroyed, and it sadly keeps activating the this with the piston movement.
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[1.7.2 + ] Quick Question
That's great news Also I do like emoticons, it's just that some can be misinterpretated. So out of curiousity sake, on the topic of modding what are you good at, or sort of good at?
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[1.7.2 + ] Quick Question
By ”message me if you want” Do you mean your willing to join forces to make mods? Also the wink emoticon is kinda awkward.
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[1.7.2 + ] Quick Question
So, um is this type of post allowed here?
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[1.7.2 + ] Quick Question
Ok I don't know whether a post like this goes in this subforum, if not I will deal with it. Basically what I'm asking isn't much code related, it's more of a request. A request to join together with various mod developers to rebuild old open sourced mods, and or create new mods, etc. Basically any help would be needed, specifically coders, texture makers, modelers, etc. I mainly say this because, even I know creating a great minecraft mod requires a lot of hard work, patience, and great amounts of skill. This would also be a great way for me to become a better modder in general. Like I said, I don't know if this type of post would be allowed in Modder Support, or not.
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[1.7.2] How to check if player is in creative mode
Well I know I was able to get it to spread by giving it the flag of 3, but it seems to be slightly unpredictable.
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