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GiMoe

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  1. You read my mind, I was going to try that exactly. Thanks for the tip This is super helpful.. i dont know why your title says you're an asshole
  2. Some mods (I'm working with thaumcraft now) add structures/features using (im assuming) BiomeDecorators, that happens after the chunk events, right? (but i can use the biomeDecorator event in that case) I was trying to avoid scanning all blocks in a chunk, but I'll try the methods you guys suggested; maybe I can limit the blocks scanned to a known range. Thanks.
  3. This is the mod I'm working with: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2274942-wasteland-mod-1-4-0-abandoned-world-cities-and No grass and leaves goes with the main theme/purpose of the mod
  4. you need to reference a variable How does: SteelSword = (ItemSword) new SteelSword(SteelA).setUnlocalizedName("SteelSword"); not give you an error? you need something like: SteelSword mySword = (ItemSword) new SteelSword(SteelA).setUnlocalizedName("SteelSword") and to add texture to your item you need something like this: mySword.setTextureName(modid + ":" + name_of_your_file); make sure you place your png file into the correct folder (assets/swm/textures/items)
  5. This most likely has been answered numerous times on this forum, but I cant find an answer. How come there is no forge event/hook for every time minecraft or a mod uses the setBlock command? Is it too resource intensive because its such a common function? I'm making a world gen mod, and to be compatible with other mods I have to be picky about what types of blocks other mods generate. To be more specific I would like to replace grass and leaf blocks with custom blocks. Is there a way to do this without having to make a coremod? If so, is there a coremod out there that i can just use?
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