
vdvman1
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Everything posted by vdvman1
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They stopped making the changelog because Jenkins is glitching up and cutting off the changelog, instead of the full changelog
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The reason you get 2 outputs is because the code gets run both server and client side, as even single player is on a server now. As for the textures not working properly, you may need to sync the server and client tile entities using packets.
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anyone know how the vanilla grass block works?
vdvman1 replied to robustus's topic in General Discussion
It actually uses 2 textures on the side of the block, one for colouring the top section, and one that isn't beng coloured, you can see this by lokking at the textures in the jar/texturepack -
Only if you think other modders could benefit from it
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Doing that will only change that method for anything that uses your new class, so possibly
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Not that I know of, but NEI is open source so you could look at that if you want, you may be able to work it out from that
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Using asm you can change ANYTHING in a class file at runtime (coremods) but is very hard to understand and use, as compiled java is very different to source java. Here is the official tutorial for asm itself: http://download.forge.objectweb.org/asm/asm4-guide.pdf As for setting up the mod side of it i do not understand, so I can't help you there
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VersionCheckHandler (NetworkMod) how to use
vdvman1 replied to The_WeatherPony's topic in General Discussion
Your function NEEDS to accept a NetworkManager! You are only accepting a String, it needs both, it even says so in the javadoc above the declaration! When using something you have not used before, ALWAYS read the documentation -
How to recompile a mod to SMP?It says can't found server md5
vdvman1 replied to Wanghh's topic in General Discussion
That is normal when using forge for your mods as forge combines client and server, you don't have to worry about it. It will work on a server as long as you have made it correctly -
This memory leak is a vanilla bug, it even happens if you switch between worlds alot.
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Portal gun is causing the rain of chickens, its only for christmas
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[Help] Making an item take damage in crafting grid
vdvman1 replied to ps_psycho's topic in Modder Support
You can use a crafting handler, I have never used them myself so I can't tell you how to use one -
yes, forge uses the texture like minecraft itself does, you can reference the different squares in the texture to change the current texture of the block (it starts at 0)
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is the texture file 256x256 ? it needs to be these dimensions (or a multiple of) with 16x16 squares (or the same multiple of)
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Display item damage bar regardless of damage?
vdvman1 replied to QuantumLeaf7895's topic in Modder Support
The way ic2 does it (i think) is have it never completly full, it always has one less damage than full -
For any damage you can use -1 for the third input to new ItemStack()
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You would need to implement your wire differently to the vanilla redstone as it uses metadata to store the strength, and metadata only goes up to 15
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In the if statement you are checking if it is MORE than 2500, you need to check that it is LESS than 2500, as right now it will never be true
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Give player capabilities when item is in hotbar
vdvman1 replied to minnymin3's topic in Modder Support
You would probably need to use a tick handler to call the if statement every tick -
You could either use packets, or in some cases you could make the calling code run server side when possible, but that is not always possible
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[SOLVED]New texture when redstone powered
vdvman1 replied to nicolapcweek94's topic in Modder Support
you could use metadata to signify whether or not it is powered and have the block change texture depending on the metadata, using getBlockTexture -
you might want to make sure that this code is being run on the server side, because if it is running on the client side it will be a client only block, which is probably why it is disappearing when it gets updated