Jump to content

yariplus

Members
  • Posts

    44
  • Joined

  • Last visited

Everything posted by yariplus

  1. Do you mean overriding the item like this? player.inventory.getCurrentItem().stackSize--; player.inventory.addItemStackToInventory(new ItemStack(Items.bucket));
  2. Well, you can only check input on the client side. Then you need to send the result to the server. This boolean is true if the player is inGame (ie not in a menu). FMLClientHandler.instance().getClient().inGameHasFocus
  3. I think this is what you want. EntityPlayer.getLook(float distance) EDIT: nvm, use shield's answer. getLook just finds the direction you are looking I think.
  4. On the player tick, or on right click?
  5. Never mind about the static, I thought you were trying to reference an instance of the model. I was just assuming the TechneModel was not a ModelBiped, and you would have to set the properties manually. Are you doing "return new ModelRCPChest();"
  6. Yes, there needs to be a static instance to reference it from another class. But also, the method returns modelBiped, so it looks like you need to create one and set the properties to the correct parts based on the armor slot. I'm just guessing on that though.
  7. Oops! Sorry about that. ThermalExpansion has a dev build which will give you the method stubs when put into your dev environment. This is what IntelliJ says for me. The RecipePulverizer subclass is at the bottom.
  8. That doesn't sound right, you should be calling the methods in this class
  9. Sounds like the block is not being updated with markDirty, try adding markBlockForUpdate
  10. onCreated says it's only called when the item is crafted. Did you possibly already have items you spawned in saved in the world? That would cause an NPE. You might want to run your null check in the onUpdate.
  11. "W", Blocks.planks, "I", Items.iron_ingot needs to be 'W', Blocks.planks, 'I', Items.iron_ingot
  12. You already have a reference to tileEntity, you don't need the world, but you do need to store the rotation in the tileEntity like Jordor suggested. Such as: public class BlueSirenTileEntity extends TileEntity { public float rotation = 0; } then in the Block, instead of changing the model, change the rotation of the TileEntity: if (par1World.isBlockIndirectlyGettingPowered(par2, par3, par4)){ if (world.isRemote) ((BlueSirenTileEntity)world.getTileEntity(par2, par3, par4)).rotation += 0.05F; } then just use ((BlueSirenTileEntity)tileentity).rotation in your renderTileEntityAt method to determine how to render the model.
  13. Sounds like you didn't use @Override public TileEntity createNewTileEntity(World world, int meta) { return new TileEntityXY(); } in your block class. Casting the TileEntity in the constructor won't make it a TileEntityXY. So it never saves your boolean.
  14. Did you check the side? add if(!worldObj.isRemote)
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.