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Crow

Forge Modder
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  1. I know you can use skulls in recipes but I am wondering if it is possible to use a specific players skull for crafting and how could go about doing so if it is?
  2. nevermind. I got it. cap.. isModLoaded string modid
  3. using to detect Tinkers Construct crashes with error, TConstruct cant be resolved as a variable. just threw my ore dictionary registry method in just to test. @EventHandler public void postInit(FMLPostInitializationEvent postEvent) { if(Loader.ismodLoaded(TConstruct)){ OreRegistry.addOreDictionary(); } } I was kinda wondering how that would work. What am doing wrong or is there something else I need to do?
  4. I am creating a mod that would work along side other mods but not as required dependencies. I am looking for the code to determine if a mod has loaded something along these lines public void modDetect(){ if(certainMod is loaded){ doStuff; } }
  5. from Registry Class blockEmerald = new ooBlockMetal ("blockEmerald", 3F, 15F, "pickaxe", 1, Block.soundTypeMetal, Material.iron, true).setBeaconBase(); Block Class public class ooBlockMetal extends Block { private Block beaconBase; private Boolean transparent; private IIcon Texture; public ooBlockMetal(String name, Float hard, Float blast, String tool, int toolmat, SoundType sound, Material mat, Boolean trans) { super(mat); this.setBlockName(name); this.setHardness(hard); this.setResistance(blast); this.setHarvestLevel(tool, toolmat); this.setStepSound(sound); this.transparent = trans; this.setCreativeTab(OreOverhaul.tabOreOverhaulItems); GameRegistry.registerBlock(this, this.getUnlocalizedName().substring(5)); } public Block setBeaconBase() { return beaconBase = this; } public boolean isOpaqueCube() { return false; } @SideOnly(Side.CLIENT) public int getRenderBlockPass() { if(transparent){ return 1;} return 0; } public boolean renderAsNormalBlock() { if(transparent) { return false; } return true; } @Override public boolean isBeaconBase(IBlockAccess worldObj, int x, int y, int z, int beaconX, int beaconY, int beaconZ) { return this == beaconBase; } @Override public IIcon getIcon(int side, int metadata) { return Texture; } @Override @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister ir) { Texture = ir.registerIcon("oreoverhaul:metals/" + this.getUnlocalizedName().substring(5)); } }
  6. Everything seems to work great when in first person but in 3rd person my semi transparent blocks start glitching a bit. Notice blocks at bottom of screenshot as well as the block in my hand glitching with entities. Screenshot ---->> http://prntscr.com/4yuh42 Relevant code from block class public boolean isOpaqueCube() { return false; } @SideOnly(Side.CLIENT) public int getRenderBlockPass() { if(transparent){ return 1;} return 0; } public boolean renderAsNormalBlock() { if(transparent) { return false; } return true; }
  7. EventHandlers During startup, Forge will call your Mod several times to let you add new blocks, items, read configuration files, and otherwise integrate itself into the game by registering your Classes in the appropriate spots. Before Forge can call your Mod, it needs to know which methods to use. This is where @EventHandler comes in. For example - during startup Forge will go through a number of phases for all of the mods which are loaded: PreInitialization - "Run before anything else. Read your config, create blocks, items, etc, and register them with the GameRegistry." Initialization - "Do your mod setup. Build whatever data structures you care about. Register recipes." PostInitialization - "Handle interaction with other mods, complete your setup based on this. PreInitialization is peformed for all the mods, followed by Initialization for all mods, followed by PostInitialization for all mods. Initialising the mods in phases is particularly useful when there might be interactions between multiple mods - for example if one mod adds an extra type of wood (during PreInit), and your mod adds a recipe which uses that wood (during Init). When Forge wants to tell your mod that it's time to run your PreInitialization code, it reads through your mod's code until it finds @EventHandler in front of a method, then checks the parameter definition to see if it matches the FMLPreInitializationEvent Class. If so, it calls the method. The PreInitialization, Initialization, and PostInitialization events will often need to do different things depending on whether your mod is in a CombinedClient or a DedicatedServer. For this reason I suggest that your event handlers should just immediately call a method in the CommonProxy, see below. @EventHandler public void preInit(FMLPreInitializationEvent event) { proxy.preInit(); } @EventHandler public void load(FMLInitializationEvent event) { proxy.load(); } @EventHandler public void postInit(FMLPostInitializationEvent event) { proxy.postInit(); } from http://greyminecraftcoder.blogspot.com/2013/11/how-forge-starts-up-your-code.html
  8. Lol.. That armor is kinda just my place holder armor to see if I could get it translucent. Trust me the 40ish other sets look 100x better than that. lol Got another question. I made a set of redstone armor and thought it would be cool if it could have a particle effect and dimmly light up the surrounding area when worn. Like when you hit/walkover a redstone ore. Got any pointers for that?
  9. Think I just got a really close buzz cut from all that flying over my head.. lol Might be a little much for me at my current skill level..
  10. I guess translucent would be a better word...
  11. What it looks like now What I need it to look like armor item the same.
  12. I have opaque armor item textures and both model textures made already, they're just not opaque in the game.
  13. Best way to describe what I am wanting is like stained glass. How the item is opaque in your hand and when placed. I am wanting the armor item to be opaque and armor when worn. Just basic armor class public class ooArmor extends ItemArmor { public String texture; public ooArmor(ArmorMaterial mat, String texture, String name, int index, int type) { super(mat, index, type); this.setUnlocalizedName(name); this.texture = texture; this. this.setCreativeTab(OreOverhaul.tabOreOverhaul); GameRegistry.registerItem(this, this.getUnlocalizedName().substring(5)); } @SideOnly(Side.CLIENT) public void registerIcons(IIconRegister iconRegister) { this.itemIcon = iconRegister.registerIcon(OreOverhaul.modid + ":" + this.getUnlocalizedName().substring(5)); } @Override public String getArmorTexture(ItemStack stack, Entity entity, int slot, String type) { if(this.armorType == 2) { return "oreoverhaul:textures/models/armor/" + this.texture + "2.png"; } return "oreoverhaul:textures/models/armor/" + this.texture + "1.png"; } }
  14. I have created some glass like armor and would like to have the item and armor opaque when wearing it and when holding it. Don't really know how to go about this. Any ideas? Thanks.
  15. Working title so far is OreOverhaul. I'll most likely stick with that unless I think of something better. It is not released yet. Just started on it about a week ago. General idea is to eliminate all the frustration of all the ores from different mods generating and conflicting. It will disable all ore generation from all mods and vanilla and replace the ores with mine. Also adding a lot of new ores based off of real world metals and minerals along with their ingots, nuggets, dusts, armor and tools. Will be fully configurable with overworld, nether & end generation with textures to match.
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