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DarkGuardsman

Forge Modder
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Everything posted by DarkGuardsman

  1. still reading threw the code but i noticed in you block class that on activate you don't check to make sure the world isn't remote. You need to do this so the server tells the client to open a GUI with the correct info. if (par1World.isRemote) { return true; } else {//rest of your code here Also why is your GUI id so high. If i'm not mistaken GUI ids are used only per mod meaning several mods can have GUI id 0 or 1.
  2. I could make it but i don't make mod for BC or IC2. I however could make a normal chunkloader
  3. if you ever want to try for not using packets i think you can store the time var threw enchanting the item. Have it server side change its enchantment value and then client side read that value. The server should automatically update the items' enchantment to the client.
  4. use dataWatchers like the VillagerMob does it a simple way to keep things updated and is sent with all other mob data.
  5. All ideas are interesting but might i suggest you use universal electricity over IC2. me and the modders that make mods for UE like to go beyond one block creations. Also IC2 like to claim rights to mods made with there API so avoid if you ever do end up programming. If you have anymore power ideas drop by and leave them there someone will pick the idea up. http://calclavia.com/forum/'>http://calclavia.com/forum/ http://calclavia.com/ Your micro wave idea i'm actual working on slowly for a pipe mod i write. Though i plan to use lasers for more graphic appeal but it has one issue that if part of the map unload you can lose energy transmited.
  6. Just reduce the number of times it is called. eg call it only if a player is with in x range, then use the ray trace to see if that player is in range and in front on entity. You can also add a tick handler for you entity to control the tick rate to 10ticks or 2 times a second. that will keep it reacting fast enough to be life like and reduce lag.
  7. hmm lets look at your block, GUI, and proxy class i've seen this error before but can't recall the cause.
  8. try setting the size of the array directly private ItemStack[] inv = new ItemStack[11]; might not be the issue but could. Also add an if statement to getSlot too check if requrest slot is not over the length.
  9. Do you get this crash on start or after you shift click an item. IF its the second then it might be an error with your transferStackInSlot(int slot) Method. If not i need you TE code plz, and try to post it on paste bin make it easier to read.
  10. can you paste your code on paste bin or github it shoots off the screen for me in your post.
  11. code and i might be able to help
  12. Last one to be registered is the only one to work i believe, or at least that is what happens when you keep trying to register certain things.
  13. I made the changes to the patch file could a forge dev pull my request. I really would love to use this in my ComeCloser mod so its compatible with several mods. https://github.com/MinecraftForge/MinecraftForge/pull/174
  14. Might want to have worded that better but i understand what you meant. Use this to launch MC to get error logs in CMD https://dl.dropbox.com/u/70622753/minecrafterrortest.bat
  15. reminds me of the times before forge when it took twice as long to make just a new block.
  16. is this a request for someone to make a config mod or request to have a thread for you config mod.
  17. i don't think any changes are needed anymore seeing as there are events to get when a block is placed. If i recall right dires007 is trying to figure this out, and me as well once i get to that point in the mod i'm working on. Shouldn't be too hard once one of use figure out how to get where,when and who placed a block. Then its up to comparing all those to a list of regions.
  18. here browse my src for steam power i use a render class that contains 3 separate sub models for one block. redpower i believe uses something similar to render all of its diffrent block shapes. Though yours will be more complex so you might want to look at minecraft's block renderer. It has code to bind textures to each side of the block which you need.
  19. That might actual work i'll give it a try with what i found with the how the chest renders. Maybe i can get it to work, i'll re edit this post when i have something tested. While i'm at it though think you can link the code you use might help me a bit even if its simi 2D. Also i have no clue what a Tesselator is. If your willing can you elaborate on the subject a bit. Edit: Got it working with a bit of screwing around. What i ended up doing was creating a new render inside the my renderHelper class. The challenging part of that was getting the texture to bind to the model. Which i thank cpw's ironChest src for helping me solve that issue. Only thing to figure out now is how to get it to render different in the player's hand and inv. Right now in the inv it render backwards and off lined. Also when i change the render angle to -45 degrees it kills the inv render. any ideas how to fix those issues?
  20. I have several items i use to spawn blocks with custom renders. What i want to do is get the item to render like the block. similar to how the chest will render in the players hand. How would i go about doing this, and yes i have actual dug threw MC's src looking for how. What i found was that the chest uses render type 22 to render itself and has a class to help render in hand. What i can't find is how to do this with my block or item.
  21. You could setup your TileEntity to have its own render class and use packets to send the data from server(or local server) to client. Since the render.class can get TileEntity it can get all the info it needs for rendering the correct sides and such.
  22. ISidedInventory is used so mods like Redpower, buildcraft, or my mod(Assembly line) know which slot to dump items in. Also at tomtomtom0909 you might just need to cause the TE inventory to update. Normally there is a method that the furnace uses to update all slots after doing a smelt. This way you don't get ghost items client side, also posting you TE code could help.
  23. you could do and IF statement and check if the chunk is loaded into the world.
  24. happy it works for you if you need anymore help just ask
  25. if you do it right you can get your mimic block to act like every single vanilla block. For example if you right click with a chest you can have your block turn into a chest by having the chest code inside your block&TE. It would be very complex coding but would work. However,i recommend just having blocks without function be able to be mimic-ed. This way you avoid issue and headaches trying to get it too work. Also like WiNeTel said your not replacing as much transforming you block to look like the block being placed. You will use the onBlockActivated method and get the item being clicked with. Then you will remove one item from the player's hand and store the item name,or ID in a variable inside you TileEntity. Also from inside you TileEntity you will reference the item that was placed and steal its render,textures,and effects. This way your block will look like the placed block. Also if you do it that way add IF statement to check if the block being placed doesn't have a tileEntity, is a solid block, is a normal MC block, etc to prevent crashes.
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