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OwnAgePau

Forge Modder
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Everything posted by OwnAgePau

  1. Please help, i don't know whats causing it :L it probably has something to do with the fact that it wants to place the block, but it somehow can't but i don't know what exactly. If someone would help me figure it out that would be great.
  2. Well it isn't null... As i thought it was. Block.blosckList[this.tallGrassID], tallGrassID is the id passed in from the WorldGen so it is never null.
  3. it won't break anything, but its just that whenever you reobfuscate that files will be in the reobf folder. you can just remove them again ofcourse so that the user just uses the normal once.
  4. So what do you want your item to do?
  5. And what does that func_* do? shouldn't u use onItemRightClick?
  6. Can you show me the whole code where you are using this if statement?
  7. Well, it doesn't make sense as it was working before like that exactly.. So it must go wrong somewhere, but i serioulsy don't know.. I'm having a code-block or whatever you want to call it, so how would i check if it is?
  8. No thats where it gets placed, why?
  9. you mean the custom grass block or the custom grass plant? Because that is where the block (plant) gets placed... basically.
  10. Hi all, i am getting this Nullpointer exception a lot right now and i have no idea why it is giving a nullpointer exception on getBlockId and sometimes on setBlockId. I had it working before (i'll show some code below), but right now i have changed some things which make my custom plants be placed only on some blocks and that they can't stack and fly in the air and such. That part now works, but now somehow the generation part works, which i was trying to make simpler but yet i haven't succeeded in getting it to work. So i am getting this nullpointer exception which is not really giving me much information of what is null... So when i try debugging that line it'll go great for about a million times, so to get to the part where it crashes i'd have to click a 1000 times. Well anyway here's my code: So i was generating a custom tall grass like this: (and i know that i check all of the blocks it can't spawn on here, thats what i have been trying to get rid off, but it seems not to help when i take it away. So this is what i have in one of the blocks it CAN spawn on: the custom grass block (which works fine itself, but all i did here was changing the canbePlacedOn and all that kind of methods) And this is one of the plant blocks: (this one also works like it should, i tried in the overworld by placing it on blocks etc, all i changed was the canBePlacedOn etc.) This is the code i use to generate it: for (int g1 = 0; g1 < 40; g1++) { l1 = k + this.soulRNG.nextInt(16) + 8; i2 = this.soulRNG.nextInt(128); j2 = l + this.soulRNG.nextInt(16) + 8; WorldGenerator worldgenerator1 = soul_forest.getRandomWorldGenForGrass(this.soulRNG, 2); worldgenerator1.generate(this.worldObj, this.soulRNG, l1, i2, j2); } The crash report: I appreciate your help
  11. I am not sure what you mean, but you could change a mobs name and texture whenever something changes. For example i have a slime that changes colour and name when it size changes.
  12. Yeah you understand me correctly and that's the idea you had (you discribed it a bit more detailed though, my first language isn't English so i am sorry if that didn't came out exactly) so yeah where should i start looking at? any ideas?
  13. Hi there, So lets explain what the idea was here as i was trying to find a good title, but this doesn't really give a full discription of what i mean. I had this idea of making a torch that renders the area not just with ligt, but it also overlays the blocks with a certain overlay (all sides of the blocks) in that area. I had this idea to make an overlay that is coloured but you can look through it (so the colour would be 5% opaque or something). But i am not sure where to start off when it comes to overlays. I know that the grass block uses overlays, but i am not sure how to make an overlay that will be rendered over any block. Any tips or redirections to places where i should start off would be greatly appreciated! ~ OwnAgePau
  14. I was working on setting it up though, but couldn't figure out how to make it so that its not on my C: drive... as you know EVERYTHINGS always default on C and i wanted my mod-related stuff on my E: so that i had it all stuffed together in one place rather then 2.
  15. If you want i can send you the source?
  16. So uhm jeah... what goes wrong with my texture here then?
  17. i have all of my textures working, and i thought these entities were to be rendered as normal entities.
  18. If thats what your aiming for, then yes , btw whats that absorption??
  19. What it is doing right now is, it checks whether your boots is on -> then adds that potion effect. Then it checks whether your chestplate is on -> ads the same potion effect (they don't stack). So what you want to do is something like this: // This is the important method, that is where you put your armour effect code in. public void playerTick(EntityPlayer player) { // Armour effect example if(player.getCurrentArmor(0) != null) { if(player.getCurrentArmor(0).itemID == Mainclass.PureStoneBoots.itemID) { player.addPotionEffect(new PotionEffect(absorption, 5, 0)); } else if(player.getCurrentArmor(0).itemID == Mainclass.PureStoneBoots.itemID && player.getCurrentArmor(1).itemID == Mainclass.PureStoneLegs.itemID) // << notice that getCurrentArmor(0), the 0 is for boots, 1 is for leggings, 2 for chestplate and 3 for helmets. { player.addPotionEffect(new PotionEffect(absorption, 5, 1)); // So whenever you wear 1 more piece of armour, you raise its intensity. } } }
  20. Does anyone know how to bind your texture to an entity ? as aperently all i am getting when i shoot with my custom wand is flying white boxes.
  21. Oops, well thats not supposed to be there anyway , also i forgot to say that you have to register the handler in your main mod classs: TickRegistry.registerTickHandler(new YourCommonTickHandler(), Side.SERVER);
  22. Okay i think it is working now, i changed it to 0 and i tried teleporting back and got teleporter to the front of my portal. Thanks!! topic locked
  23. I have made some nice Armour Set Effects, this can easily be adapted to something where you can add something like in case only 1 piece is worn give 2 hearts, when theres 2 add 4. This is how i added my custom armour effects: In order to use that you should have a CommonTickHandler setup (or whatever you want to call it) Hope it helped!
  24. Now im even more confused 0.0, as i never got sent to the end from my portal... somethings not right here.
  25. isn't that supposed to sent the player back through my portal from my custom dimension to the overworld? which happens when you walk into that block
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