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Noodly_Doodly

Forge Modder
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Tree Puncher

Tree Puncher (2/8)

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  1. Right now I'm making a mod that randomizes what texture the zombie uses. Whenever I launch mine craft, it's always the new one, even though I made it randomly select the skin. Any ideas on how to do this?
  2. I keep getting this error whenever I try to run my client. Exception in thread "main" java.lang.NullPointerException at net.minecraft.block.BlockFire.func_149843_e(BlockFire.java:29) at net.minecraft.init.Bootstrap.func_151354_b(Bootstrap.java:398) at net.minecraft.client.Minecraft.<init>(Minecraft.java:360) at net.minecraft.client.main.Main.main(Main.java:138) at Start.main(Start.java:11) What does it mean?
  3. Yes, opaque is true. How exactly was that constructive criticism? Sounded to me more like being completely off-topic.
  4. The setRender method has absolutely nothing to do with my question!!! My question SPECIFICALLY SAID: How to make a block that you can walk through!!!
  5. What I mean is that it still won't let me pass through it, and I also move back a little bit.
  6. Does it really matter about setRender anyway? I'm trying to figure out how to make it so that I can walk through it!
  7. BTW, even with the newer class: ================== package com.noodles.MPMod; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Blocks; import net.minecraft.item.Item; import net.minecraft.server.MinecraftServer; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockBase extends Block { public int render; public int rid = 2; public boolean opaque; public BlockBase(int render, boolean opaque) { super(Material.wood); this.render = render; this.opaque = opaque; } public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_) { return Item.getItemFromBlock(this); } public void setRender() { rid = render; } @Override public int getRenderType() { return rid; } @Override public boolean isOpaqueCube() { return opaque; } @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int wx, int wy, int wz) { return null; } } ==================== It is still not letting me pass through the block and instead making me bounce off!
  8. 1. This is a slightly older class that I accidentally uploaded 2. This is a slightly older class that I accidentally uploaded 3. This is a slightly older class that I accidentally uploaded 4. It is supposed to set the render type (which is does perfectly) 5. This is a slightly older class that I accidentally uploaded
  9. package com.noodles.MPMod; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Blocks; import net.minecraft.item.Item; import net.minecraft.server.MinecraftServer; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockBase extends Block { private static final String __OBFID = "CL_00000317"; public static int render; public static int rid = 2; public static boolean opaque; public BlockBase(int render, boolean opaque) { super(Material.wood); this.render = render; this.opaque = opaque; } public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_) { return Item.getItemFromBlock(this); } public void setRender() { rid = render; } public int getRenderType() { return rid; } public boolean isOpaqueCube() { return opaque; } }
  10. For some reason I still can't go through it, instead I bounce off a bit.
  11. Lately I have been trying to make a block that I can walk through as though it was air. I have tried isOpaqueCube and renderAsNormalBlock but they don't work. Also, the block has a custom render type. How can I make the block non-solid?
  12. Hello, Right now I am trying to add a new part to the player model. It renders fine, except for the texture. I can't figure out how to make it use an extra texture file, so instead by default it uses the head and body texture. How can I set it up to use another .png file for the extra player model part? Thanks, Noodly_Doodly
  13. I've tried using sheildBug's code, but I still can only switch the meta once. Would this have something to to with FLAG? world.setBlockMetadataWithNotify(x, y, z, metadata == 0 ? 1 : 0, FLAG) EDIT: As in what should I replace flag with?
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