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iame6162013

Forge Modder
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Everything posted by iame6162013

  1. if(worldObj.getBlockState(new BlockPos(this.getPos().getX(), this.getPos().getY()-1, this.getPos().getZ()))!=Blocks.air.getDefaultState()){ } This should work nearly everywhere.
  2. I know this, but I'm asking if it's possible to do, because of the randomizer but then again I think it should because I thought ICustomModelLoader ran at runtime.
  3. I use a randomizer(at runtime, when the blocks get placed using the position) in my tesr to make my crystals(the tileentity(I can make them into non tileEntities) I'm rendering) look different from each other(I don't want to make many different models for performance reasons, and cosmetic one's). I have seen this thread ( http://www.minecraftforge.net/forum/index.php/topic,28714.0.html ) but I wanted to know if this was the most efficient way to do so(and if it would even work because of the randomizer), and if it was still up to date.
  4. Thank you. and it's "Minecraft.getMinecraft().thePlayer.getName()" but you know
  5. How can I see which client(or who) renders some of my tileentity's with tesr's?
  6. I just thought that if we didn't specify the data it didn't change, but thank you on clearing up that it doesn't.
  7. I had some difficulties implementing it @SubscribeEvent public void ChunkDataEvent(ChunkDataEvent.Load event){ System.out.print(" a|"+event.getData().getBoolean("data")+"|a "); event.getData().setBoolean("data",true); System.out.print(" "+event.getData().getBoolean("data")+"|b "); } @SubscribeEvent public void ChunkDataEvent(ChunkDataEvent.Save event){ System.out.print(" a|"+event.getData().getBoolean("data")+"|a "); event.getData().setBoolean("data",true); System.out.print(" "+event.getData().getBoolean("data")+"|b "); } when it loads it will return true twice, but when It saves it will only return true after I set 'data' to true, I don't know if this is intended behavior or if I did something wrong?
  8. can we add non block data(nbt preferably) in a chunk? I know we can add nbt data to a worlds and tileentity's but I don't know if we can add it to a chunk. Am I wrong about this?
  9. It could be that the model is misplaced.
  10. i have that src folder too, it's where your mod code is saved (but it will be displayed in your src folders) to see the vanilla code go to Referenced library's and then to forgeSrc in that file ,that's where you have all your minecraft+forge code is. (some tutorials don't do "gradlew setupDecompWorkspace" do that one too see the vanilla code)
  11. you can make the" gag blocks" save things like where a master block is, so that is a gag block looks look for the master block but find is it finds a gag block first it can use it's data to know where the master block is so you save your cpu a bit
  12. change this System.out.println("Master located at: X " + tileEntity.masterPosX + ", Y: " + tileEntity.masterPosY + ", Z: " + tileEntity.masterPosZ); to System.out.println("Master located at: X " + tileEntity.xCoord+ ", Y: " + tileEntity.yCoord+ ", Z: " + tileEntity.zCoord); or System.out.println("Master located at: X " + DistillationChamberGag .xCoord+ ", Y: " + DistillationChamberGag .yCoord+ ", Z: " + DistillationChamberGag .zCoord);
  13. TileEntityDistillationChamberGag tileEntity = (TileEntityDistillationChamberGag)world.getTileEntity(x, y, z); change it for example to: TileEntityDistillationChamberGag DistillationChamberGag = (TileEntityDistillationChamberGag)world.getTileEntity(x, y, z);
  14. you ain't using the: setTextureName(""); i'm sure you can figure out how it works.
  15. do you have proxy classes? if so post them.
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