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Jagm

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  1. Wow I'm dim. Had all the Ore Dictionary registrations in a method which I never actually called. Sorry for wasting your time, thanks for the help.
  2. I did, in my second example, but it didn't work. Am I doing it wrong?
  3. I have made a mod which adds an item which has several metadata sub-items, and I am trying to register an individual sub-item with the Ore Dictionary, like so: OreDictionary.registerOre("gemAmber", new ItemStack(item, 1, 0)); OreDictionary.registerOre("gemRoseQuartz", new ItemStack(item, 1, 1)); OreDictionary.registerOre("ingotAluminium", new ItemStack(item, 1, 2)); This is in the main initialization method of my mod (which has several other things in it which all work). Then, I am trying to register a recipe which uses the aluminium ingot in a bucket recipe. I have tried two methods: List<ItemStack> list = OreDictionary.getOres("ingotAluminium"); for(int i = 0; i < list.size(); i++){ GameRegistry.addRecipe(new ItemStack(Items.bucket), new Object[]{"i i", " i ", 'i', list.get(i)}); } and also GameRegistry.addRecipe(new ShapedOreRecipe(Items.bucket, new Object[]{"i i", " i ", 'i', "ingotAluminium"})); Neither of them work, which suggests its a problem with my registering. Is it just impossible to register metadata items with the Ore Dictionary or am I doing something wrong? Thanks.
  4. I'm making a lightsaber-like item for a mod and I want the texture to ignore light level and render it in full brightness. I don't mean dynamic lighting or anything crazy like that, I'd just like to know how to make an item not be shaded. Thanks.
  5. In the load method if(chainMailCrafting){ GameRegistry.addRecipe(new ItemStack(Items.chainmail_boots), new Object[]{"i i","i i",'i',Blocks.iron_bars}); GameRegistry.addRecipe(new ItemStack(Items.chainmail_leggings), new Object[]{"iii","i i","i i",'i',Blocks.iron_bars}); GameRegistry.addRecipe(new ItemStack(Items.chainmail_chestplate), new Object[]{"i i","iii","iii",'i',Blocks.iron_bars}); GameRegistry.addRecipe(new ItemStack(Items.chainmail_helmet), new Object[]{"iii","i i",'i',Blocks.iron_bars}); } Why should that matter?
  6. I need the config to work on singleplayer worlds and on servers.
  7. My pre-initialisation method: @EventHandler public static void preInit(FMLPreInitialisationEvent e){} I think the client being unable to see server config thing is my problem. Do you know of any mods with an example of how to pass server configurations to the client properly?
  8. Possibly. This is my only code related to configuration.
  9. Hello, I've recently been having problems with server sided config files. My mod (Convenient Recipes) creates a config file in the config folder of the server but it doesn't work. The file works fine client side, but when I edit an option in the server config it doesn't do anything. In the pre-initialisation method I am running this: Configuration config = new Configuration(e.getSuggestedConfigurationFile()); config.load(); //Then my configuration options, for example: allowChainMailCrafting = config.getBoolean("Chain Mail Crafting", "recipes", true, "Allows the crafting of chain mail armour from iron bars."); config.save(); This all works fine in singleplayer but editing the server's config file doesn't do anything. It seems to be dependent on the client's configuration. Please let me know id I'm doing something stupid. Thank you for your consideration.
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