Everything posted by Jagm
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[1.8] Registering metadata items with Ore Dictionary?
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.
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[1.8] Registering metadata items with Ore Dictionary?
I did, in my second example, but it didn't work. Am I doing it wrong?
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[1.8] Registering metadata items with Ore Dictionary?
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.
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[1.8] Making an item render ignoring light levels.
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.
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Server Configuration Problems
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?
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Server Configuration Problems
I need the config to work on singleplayer worlds and on servers.
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Server Configuration Problems
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?
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Server Configuration Problems
Possibly. This is my only code related to configuration.
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Server Configuration Problems
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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