
Failender
Forge Modder-
Posts
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Everything posted by Failender
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http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-forge-1-6-4-1-8-eventhandler-and using google isnt that hard
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dont compare using equals, u can just do if stack.getItem==myItem
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keep track of the entities, every tick check if the entites are dead, if they are spawn the chest. Hard part is the keeping track. You could easily check if ur entites die, using LivingDeathEvent, problem is keeping track of despawns I guess..
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[1.7.10][Solved] How to conditionally disable player hp regeneration
Failender replied to Thornack's topic in Modder Support
Yes ernio is right. There is no way to detect the source of healing. What you could do is store some data in IEEP, e.g. the last healing. Everytime the player wants to heal check the amount (normal regen is half a heart) and the time. If you know how much time between healing ticks is u can exactly find out if the source COULD be regen. -
[1.8] [SOLVED] Texture and gui books crashing server
Failender replied to skyfir3's topic in Modder Support
Thats bad coding style. worldIn.isRemote == true is the same as worldIn.isRemote -
How do you determine that it "doesn't save"? I guess because the entities color hasnt changed. In that case 10 bucks that server and client are out of sync and you need to synchronize using packets
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Requesting explanation of recipe handlers
Failender replied to dualinfinities's topic in Modder Support
its hard to answer the question "how does this work" try to specify ur question please -
[1.8] [SOLVED] Texture and gui books crashing server
Failender replied to skyfir3's topic in Modder Support
u can use the Minecraft class in ur ClientProxy, because it is client only. But I think the easiest way would be to override onItemRightClick in ur item class, make a check that the world is remote and after that Minecraft.getMinecraft().thePlayer.currentScreen = new EpicBookGui -
One Keybinding works, the other one isn't[1.8]
Failender replied to ItsAMysteriousYT's topic in Modder Support
show more code -
[Solved] Fluid in IFluidHandler not saving
Failender replied to shadowfacts's topic in Modder Support
Lesson of the day : Read the last sentence of a request x) -
[Solved] Fluid in IFluidHandler not saving
Failender replied to shadowfacts's topic in Modder Support
"hey I have a problem and cant figure out how to solve it" "oh I guess u would love to hear that I know all your code and can fix ur problem in no time" "oh man thats great!" guess what? we dont know ur code sadly please show ur code and tell us how u know the values are lost and how u are accessing it -
how about u tell us which version u are in? in 1.7 there is PlaySoundEvent
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why would u pass the events as arguments to the proxies
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the FMLInit evnts are only called in ur main class. U need to call the proxy register renderer urself in the init method
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show proxy and main mod class
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did u register them in ur client proxy?
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did u double check ur json files?
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Hey folks, I need data on client and server side synced everytime a player rightclicks the block. I know that I need to use markBlockForUpdate and description packets. But when i call the markBlockForUpdate before opening the gui the data is not there when I need it. So where should I call it? @Override public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ) { if(worldIn.isRemote) return true; worldIn.markBlockForUpdate(pos); playerIn.openGui(ShadowsRising.INSTANCE, ShadowsRising.GENERATOR, worldIn, pos.getX(), pos.getY(), pos.getZ()); return true; }
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[1.7.10] Players on a server need OP to be teleported
Failender replied to American2050's topic in Modder Support
what happens if they dont have op? ur code looks fine to me -
[1.8]Took code from public source, Errors! XD
Failender replied to Darkflame's topic in Modder Support
just looking at this video im not sure about this guy, since he isnt even using PascalCase do name his classes -
create ur own class extending Slot and override isItemValidForSlot