Everything posted by Termin8or
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Invalid pixel format
Here's the log http://pastebin.com/gTAj6rNu i know this is normally due to drivers but it is only in the dev environment, minecraft runs fine when from the launcher. Any clue what it could be?
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MC: W10E is out and i have this obvious question..
One of the main problems I've had is that the 'WindowsApps' folder is so protected, i can't edit files within it, that is gonna be a major problem. (Afaik )
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Forges eclipse setup
when i do that i get an overlap error. hmm i guess im doing something wrong.
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Forges eclipse setup
How do you get the workspace to see the project folder? It errors for me.
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Forges eclipse setup
How have you guys managed to get the eclipse workspace folder to work as child directory of the 'Minecraft' eclipse project. When i try an eclipse setup like this i get an overlap error. Project folder (project) -eclipse --.metadata (workspace)
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[1.7] Horses?
I'm not gonna bother as I like very many others are not gonna bother updating to 1.8 as the benefits are far our weighed by the fact it's so bad. Also how someone (mojang) can look at the horse armor code and be happy with it i dont know!
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[1.7] Horses?
I'm having trouble with setting the texture for the horse armor overlay and armor value how would i go about doing this? As there both set in final arrays.
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[1.7] Horses?
I am currently working on a pr for adding custom horse armor. Is there any other hooks i should add while i'm at it. Are custom saddles possible?
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[1.8] How to check if a block is in front of a tileentity?
Thank You
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[1.8][SOLVED] Forge Gradle eclipse, core mods don't load correctly
Ok I will do that, thank you!
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[1.8][SOLVED] Forge Gradle eclipse, core mods don't load correctly
I would agree with you if it didn't work at all but it works when just in mods folder, so why would it not work when in build path aswell. Surely if it was chickenbones it wouldn't work at all. And I'm not making a core mod I'm trying to use codechicken's mods as libraries and they use one. But as I've said I believe it to be a forge problem.
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[1.8][SOLVED] Forge Gradle eclipse, core mods don't load correctly
I currently have the same problem with Nei and code chickencore, it loads them fine if I just put them in the mods folder, however when I add them to he build path for use as libraries it gives that error. www.pastebin.com/JnTwP5pw
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[1.8] How to check if a block is in front of a tileentity?
How would i check if a certain block is in directly front of a Tile Entity? My Tile Entity is a generator and has a specific front? How would I go about checking if a block is in that direction? Here's my code for looking for this block currently http://pastebin.com/hvDQhXK2 I want to make it so that machine[?] is only equal to that block if its not in front of the generator as I don't want to output power to it, if it is!
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[1.8]How to access and edit, adjacent tile entities.
I found it, it was because I had if (machine != null & machine.canAcceptPower()) if machine was null it still tried to see if it could accept power.
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[1.8]How to access and edit, adjacent tile entities.
http://pastebin.com/CYQrAQKp i've labelled line 366
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[1.8]How to access and edit, adjacent tile entities.
Ok so ive got it to look for adjacent blocks and give it power if it can, but if i make my furnace extend TileMachineBase i get a ticking entity crash. http://pastebin.com/kGzqPJvK Crash log http://pastebin.com/QXsFJRg7 Code Not sure why it worked when only the macerator was an instanceof TileMachineBase, but not now that both the macerator and furnace are.
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[1.8]How to access and edit, adjacent tile entities.
Thank you, that's very helpful, just one more thing do you know how i would go about interrogating a tileentity
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[1.8]How to access and edit, adjacent tile entities.
Basically I'm making a generator and I want to know how to go about sharing power with an adjacent Electric Machine. I've had a look in the TileHopper class but I don't understand the new enumfacing and most of it's methods have stupid names. If you can please provide sample code.
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[1.8]How to do a gui handler
Im stuck on making a gui handler for my machines as the getServerGuiElement() and getClientGuiElement() methods need int x, y, z but world.getTileEntity() needs a BlockPos? so how do i do it? sorry i dont know how to insert code to a forge post do i just pasted it. @Override public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { TileEntity entity = world.getTileEntity(x, y, z); if (entity != null) { switch (ID) { case GuiIDs.guiIDMacerator: if (entity instanceof TileEntityMacerator) { return new ContainerMacerator(player.inventory, (TileEntityMacerator) entity); } } } return null; }
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[1.7.10]Fluid World Generation
Thank You for the help
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[1.7.10]Fluid World Generation
Could you give an example of what would need to be different in the custom WorldGenLakes file. As i cant see any liquid names in that file.
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[1.7.10]Fluid World Generation
He means in small pools on the overworld.
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