
Failender
Forge Modder-
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Everything posted by Failender
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[1.8] [SOLVED] createExplosion results in an endless loop
Failender replied to Ferrettomato's topic in Modder Support
I am not sure, but it might be that an explosion triggers LivingAttackEvent.. so in your condition you might want to check if the source is an explosion and if it is do nothing -
http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-forge-1-6-4-1-8-eventhandler-and
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Need to detect what gamemode/gameType a player is in now.
Failender replied to andrenoel's topic in Modder Support
http://www.minecraftforge.net/forum/index.php?topic=11560.0 -
dont use sideonly.
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[1.7.10]Make Mob not attack itself
Failender replied to BoonieQuafter-CrAfTeR's topic in Modder Support
not sure what you mean with the hard way? You only need to write one method -
[1.7.10]Make Mob not attack itself
Failender replied to BoonieQuafter-CrAfTeR's topic in Modder Support
create your own EntityATNearstaAttackableTarget and override shouldExecute.. -
Actually I am not sure if this works so its just an idea. Use livingupdate event. Check if the Player is walking against a log, if He des change his Position to a Position that is higher. Maybe take a look How ladders are working you could find an idea there
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Both that code and this thread are for 1.7.10, in which the network was still on the main thread. @TheRealMcrafter - if you're going to verbatim copy / paste code from a tutorial (you didn't even remove my comments!), it's considerate of you to write a note in the code saying where you got it from, i.e. giving credit where credit is due. Oh dammit you are right, Im sorry
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This example is not thread safe and might kill a server. Just so you know.
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your problem right now is that u are spawning the item on the client side. which is wrong because it needs to be on the server side. so if the key is pressed send a packet to the server which tells him to spawn an item at a desired location (you should transmit the location via the packet..)
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diesieben will be your friend http://www.minecraftforge.net/forum/index.php/topic,20135.0.html Dont forget about thread safety http://greyminecraftcoder.blogspot.com.au/2015/01/thread-safety-with-network-messages.html
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For using packages? THere is a nice tutorial from diesieben, pretty easy and straight forward http://www.minecraftforge.net/forum/index.php/topic,20135.0.html
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Game crashing - Ticking particle, Ticking entity.
Failender replied to yorkeMC's topic in Modder Support
but then it wouldnt be a NPE -
[1.8] NullPointerException: Initializing game
Failender replied to Nicholas1010's topic in Modder Support
Well. It took me like twenty minutes till I realized it. Happened to me too, and I am kinda experienced at coding so dont worry -
[1.8] NullPointerException: Initializing game
Failender replied to Nicholas1010's topic in Modder Support
Nevermind. Just had a flash of wit. Take a closer look at your preInit method...... FMLInitializationEvent -
[1.8] NullPointerException: Initializing game
Failender replied to Nicholas1010's topic in Modder Support
guess I'll also need your proxy sir -
[1.8] NullPointerException: Initializing game
Failender replied to Nicholas1010's topic in Modder Support
show your main mod class. -
[SOLVED] Where to find Forge and/or Minecraft source code
Failender replied to Apace's topic in Modder Support
Which version of minecraft are you coding? Bc I got it there for 1.7 and 1.8 .. -
[SOLVED] Where to find Forge and/or Minecraft source code
Failender replied to Apace's topic in Modder Support
if you do so, gounter referenced libraries -> forgeSrc -
[SOLVED] Where to find Forge and/or Minecraft source code
Failender replied to Apace's topic in Modder Support
are you using eclipse? -
just look up a sourcetree tut.. there are tons of them
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I am using the external software sourcetree.
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Remove the events from your proxies. @EventHandler public void preInit(FMLPreInitializationEvent e) { proxy.preInit(e); } What belongs in your proxies is this if(event.getSide().isClient()) { ModelBakery.addVariantName(EmpiresModItems.egyptianBow, new String[] {"ep:textures/items/egyptianBow_standby.png", "ep:textures/items/egyptianBow_pulling_0.png", "ep:textures/items/egyptianBow_pulling_1.png", "ep:textures/items/egyptianBow_pulling_2.png"}); registerItem(EmpiresModItems.egyptianBow, 0, "ep:textures/items/egyptianBow_standby.png"); registerItem(EmpiresModItems.egyptianBow, 1, "ep:textures/items/egyptianBow_pulling_0.png"); registerItem(EmpiresModItems.egyptianBow, 2, "ep:textures/items/egyptianBow_pulling_1.png"); registerItem(EmpiresModItems.egyptianBow, 3, "ep:textures/items/egyptianBow_pulling_2.png"); } Read a tutorial how and why to use proxies. After thats cleaned up move back to entities
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I dont know why it is not working, but a Proxy is not the place to place events. You should move them to your Main modding class.
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I would love to See it.. Compatible for 1.8? Bc there are some New trees in there..