Everything posted by Failender
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[1.7.10] [Solved] Packet/keybinding issue
First thing I saw, the packet needs the empy constructor. Show the whole error log please.
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[1.8] Problems with opening "backpack" when reloading game
1. dont compare strings with == , it will never turn true. Use String1.equals(String2) 2. dont save the players names , those can change. Save the UUID
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[1.7.10] need some help with BlockBreakEvent and harvesting blocks
because dirt isnt something to get harvested by pickaxes..? Also dont its not Item#canHarvestBlock , its ItemStack#canHarvestBlock, are you sure u checked that with a ItemStack and not an item?
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[1.7.2] Chunkprovider: top block and filler block not spawning
he wont read this anyway x)
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[1.8] [SOLVED] addPotionEffect weirdness in onArmorTick
correct me if im wrong. but world.getWorldTime() % 50 != 0 should be faster right?
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[1.8] [SOLVED] addPotionEffect weirdness in onArmorTick
one easy solution might be to just check the world time, if the world time%50 ==0 add potion effect.
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[1.8] multiple property enum issue
whats ur problem..?
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[1.7.10] Special caracter don't work in minecraft
stop using that colors please.
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[1.8] Tank help
open gl and TileEntitySpecialRenderer would be my first guess
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Block Break Event or methods in Block class
depends on what you want..? if u want to happen sth when it gets destroyed by explosion use ByExplosion, if u want it by player use ByPlayer, if u want both write a method and let it get called by both methods
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Too Many JSON-s
write urself a script writing the jsons for you
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[1.8] Use BreakSpeed in Serversided mod
Yeah I was hoping there was a package I was missing The advantage of it is that anyone can connect without the need of adding mods when joining new server EDIT: Also it is a lot easier to code if u dont need to do all the sync stuff and find a server only solution
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[1.8] Use BreakSpeed in Serversided mod
Hey guys, I am working on a server sided mod. I want to manipulate the break speed there, but noticed that it seems that changing the BreakSpeed on ServerSide only wont work, because the Client doensnt know. So my question: Is it possible to manipulate the breakspeed (BreakSpeed event) on server side only? If yes how to inform the client? I was unable to find a correct package for that
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[1.8] casting ICommandSender to EntityPlayer
Commands can come from two ways. 1. Console 2. Player And you should be able to cast the command sender directly. So all you need to do is check if the sender is instance of EntityPlayer and after that cast to it
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[1.7.10] Drop items from another mod
Gameregistry has a method for that. I think it was Gameregistry#findItem. Check ur ide
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[Need really help] Change displayed GUI
that is wrong. If you would read the crash log you would see that the array causing that exception is a minecraft one, not one of his.
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[Need really help] Change displayed GUI
The error is occuring because he is only opening the gui client side.
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How chunk loading works ?
As far as I know, and i might be wrong, setting blocks in an unloaded chunk loads the chunk and unloads the chunk after its done
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[1.8] Custom CraftingManager won't consume items
exactly. just add the recipes to ur custom CraftingManager instance, after that check in ur container if the recipe is valid (using the crafting manager) , and consume the items if the result is taken out
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Can't debug
http://en.lmgtfy.com/?q=unable+to+install+breakpoint+due+to+missing+line+number+attributes Two hints for you. 1. Learn to google. 2. U wont find the error in debug mode.
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[1.8] IEEP Variables kept through death?
eeeeehm. that was a test to see if u are paying attention. you passed?
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[1.8] IEEP Variables kept through death?
ExtendedPlayer epNew = ExtendedPlayer.get(event.entityPlayer); ExtendedPlayer epOld = ExtendedPlayer.get(event.original); NBTTagCompound comp = new NBTTagCompound(); epNew.writeToNBT(comp); epOld.readFromNBT(comp); This will copy every variable u are reading in ur nbt stuff
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gun aim crash
you are still not checking for the tag compouind beeing null
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[1.8] Custom CraftingManager won't consume items
if u are only coping methods from the crafting manager u wont need ur own class.
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[1.8] Custom CraftingManager won't consume items
not sure why u need ur own class. just save the instance in ur main mod class and access it in ur crafting gui. For the problem with removing items, look at SlotCrafting#onPickupFromSlot
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