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shadowfacts

Forge Modder
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Everything posted by shadowfacts

  1. Override the method that takes an int for the side and returns an IIcon and return the correct icon for the side. You'll also need to register your icons in the registerIcons method of your block.
  2. Optifine isn't going to work in the Forge development environment. It might happen to work in a Forge normal env, but it won't work in the deobfuscated environment, just develop without Optifine. Unless you're running on a potato (in which case you shouldn't be trying to play modded MC), you'll be fine.
  3. Optifine isn't going to work in the Forge development environment. It might happen to work in a Forge normal env, but it won't work in the deobfuscated environment, just develop without Optifine. Unless you're running on a potato (in which case you shouldn't be trying to play modded MC), you'll be fine.
  4. I'm not just going to give you code, but what you'll need to do is: Create a custom task that: Reads the gradle.properties file Increments the version number found the in the file and saves it to the properties object and increments the project version property Saves the updated properties back to the gradle.properties[code] file
  5. minecraft:lava_still and minecraft:water_still , IIRC
  6. If you want to just draw the animating lava texture (like how it is in the world), you don't need to do something that complicated. You'll want to: Bind the blocks texture (TextureMap.locationBlocksTexture , IIRC) Get the TextureAtlasSprite for the fluid from the texture map Use the getInterpolatedU and getInterpolatedV methods to get the U and V coords to use when you draw the texture onto the screen This is how I did it for my GUI fluid indicator, but it's for 1.8.9 so yours (mostly just the drawFluidQuad method) will be a bit different: https://github.com/shadowfacts/ShadowMC/blob/master/src/main/java/net/shadowfacts/shadowmc/gui/component/GUIFluidIndicator.java#L31-L69
  7. You could have Gradle increment your version and save it to a file every time you run the build task, however, you'd probably be better off just incrementing it manually.
  8. Add one of the formatting codes to the beginning of the localized name in your localization file.
  9. Just store the amount returned from the item's receive method and pass it into your extract method.
  10. There's a slight bug with the syntax highlighter: // Tools (After Enum it's; Harvest Level, Durability/Uses The highlighter thinks everything after the ' is in a string, but it's not because the line is commented.
  11. In 1.9 it has changed to item/generated which includes the default transformations.
  12. 1. Wrong section 2. You're trying to use a 1.8(.9) mod on 1.7.10.
  13. Here's an example: The vanilla ArmorMaterial enum. The addArmorMaterial method takes the exact same parameters as the ArmorMaterial constructor.
  14. XKCD 1319 is applicable. But yes, you could use a script to generate things like JSON files and language files. However as Lex said, they are fundamentally different things.
  15. No. (But you shouldn't be changing registry names in the first place.)
  16. Post the log from when the game crashed.
  17. Don't, update. Seriously. ASM transformers are bad and you should never use them. Update to 1.9 and use Forge's BrewingRecipeRegistry .
  18. You don't create a different tool/armor material for each tool/armor piece. Create 1 for each material. e.g. Copper tool material, tin tool material, bronze tool material, etc.
  19. 1. Wrong section 2. You need to install Baubles
  20. FYI, both forms work.
  21. 1. Post logs 2. If you're on 1.8, use 1.8 mods, if you're on 1.8.9, use 1.8.9 mods. It's really not that complicated.
  22. To force Gradle to compile/target Java 8, you need to add this to your build.gradle or gradle.properties file: sourceCompatibility = 1.8 targetCompatibility = 1.8
  23. How did you change the Java version, using sourceCompatibility and targetCompatibility in your build.gradle file?
  24. It looks like the Gradle daemon is having problems, try running gradlew build with the daemon disabled, as described here.
  25. Why are you storing the energy as a string in NBT then calling parseInt instead of just storing it as an int (using setInteger & getInteger)?
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