Everything posted by Belpois
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[1.7.10] [Solved] Changing a block's model?
Your welcome, Is that a technie model or you wrote the vertices yourself?
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[RESOLVED] Ticking Block Entity
Seems like the slot at that position is null, your trying to access it when it's null, When this is called if (slots[i].stackSize <= 0) { slots[i] = null; } next time round it will be null and .stackSize will not be available because slots at position 'i' will be null. You have to initialize it before accessing .stackSize
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[1.8] "flying is not allowed on this server". Is it my mod's fault?
But the way he is describing the problem (Climbing on ladders, swimming etc) enabling flight would Solve-Hack the issue.
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on item rightclick
You could have an item that triggers a block to create a signal, like the RedPower remote control thingy... Create the item and the block, link the item to the block and activate it.
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[1.8] make player completely invisible [UNSOLVED]
You can maybe apply the invisible potion on the player
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[1.7.10] Two or more tile entities in one location
Love that idea! Thanks. These where my maddening thoughts on how to go about it: Put panels on the block, wallpaper kind of thing... Custom rendering, would have been a nightmare Allow player to only use a custom block, good idea but not very fun Awesome!
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[1.8] "flying is not allowed on this server". Is it my mod's fault?
Not at all. As i've said: new items, new blocks, few recipes added . Very strange then
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[1.8] make player completely invisible [UNSOLVED]
You could look for the items the player is wearing and set them to invisible too
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[1.7.10] Two or more tile entities in one location
What is your goal? Right click with item > changes the texture on any or some vanilla block. Was going to go for panels at first to avoid messing the vanilla renderer...
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Semi transparent rendering
Well it can be fixed, the problem is that the beam is being rendered before the glowstone edged cube is rendered, if you see the chest and terrain are rendered perfectly. You have to somehow draw them in the order of how they are displayed. Block first, beam second.
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Execution failed for task ':compileJava'
Any error logs?
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[1.7.10] Two or more tile entities in one location
Yep, sorry for the misleading sentence; "Is this correct or can more than one entity be placed at a given coordinate?" Should have written TileEntity Damn, gotta somehow override the cube renderer then. Thanks!
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[1.7.10] Two or more tile entities in one location
Dumb question below The way the code is written in Minecraft seems to indicate that only one TileEntity can be present at one time at any given coordinate (X, Y Z). Is this correct or can more than one TileEntity be placed at a given coordinate? - Corrected it so people can understand it
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Forge modding 1.7.10 tile entity rotation not working
Use the meta data to discover which direction that furnace is facing, and then swap the icons accordingly.
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Execution failed for task ':compileJava'
My guess is that your current build configuration is not taking into account the excluded files
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Execution failed for task ':compileJava'
I don't use eclipse my self, but I don't think that exclude options excludes the files from the build. Correct me if I'm wrong
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[1.7.10] Commenting on the JSON (for Configuration)
Can't you just include a readme file with the explanation on how to write the JSON that is what most people do, sounds to me your over complicating your life here.
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Execution failed for task ':compileJava'
How did you exclude the files?
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[1.7.10] [Solved] Changing a block's model?
You need to implement a "TileEntitySpecialRenderer" Look at this wiki page http://www.minecraftforge.net/wiki/Tile_entity_special_renderer and this http://greyminecraftcoder.blogspot.com/2013/07/block-rendering.html I'm currently working on a mod that uses both the "ISimpleBlockRenderingHandler" and the "TileEntitySpecialRenderer", the "ISimpleBlockRenderingHandler" allows you to customize the look of how a block looks like in the inventory and in the world. void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer); boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer);
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[1.8] [Explained] Any reason to use wrappers with the data watcher?
Yes agreed, the Integer.valueOf is pretty useless. I was just explaining what the Integer.valueOf could have been used for but yes its a useless intermediate object. What we have learned today: Don't copy and paste from the vanilla code Integer.valueOf is useless use parseInt for string to int conversion
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[1.8] "flying is not allowed on this server". Is it my mod's fault?
Can you post your code, somewhere so we can check it out? This doesn't usually happen in vanilla or forge, unless your hovering in mid air for a long time without being in creative, it might be your mod but without seeing your code we can't really say.
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[1.8] [Explained] Any reason to use wrappers with the data watcher?
Ermm, why not? If I had a string representation of a number you could use valueOf to convert it to an integer... or you could use parseInt which is called by valueOf(str) The object one yes, it useless you could simply check with instance of...
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[1.8] [Explained] Any reason to use wrappers with the data watcher?
Using Integer.valueOf(Object) should be used when you are trying convert some object that you are unsure if its an integer or a string that represents an number. Also if you have an object that you are unsure if its a number check it with instance of first, it more visually understandable. Object obj = 900; Integer.valueOf((Integer) obj); String nbr = "72162"; Integer.valueOf(nbr); They might also think that having those extra few lines of code will make there code look more "pro"? Well no, when I see code like that I usually scratch my head a few times and say Wat!
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[1.7.10]Block emiting a redstone signal
I'm sure that the ComputerCraft wiki has information on how to connect stuff to it https://github.com/MightyPirates/OpenComputers/wiki/ComputerCraft Have you read it?
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[1.7.10]Block emiting a redstone signal
Here is a list of overrides you might want to focus on: int isProvidingWeakPower(IBlockAccess p_149709_1_, int p_149709_2_, int p_149709_3_, int p_149709_4_, int p_149709_5_); int isProvidingStrongPower(IBlockAccess p_149748_1_, int p_149748_2_, int p_149748_3_, int p_149748_4_, int p_149748_5_); boolean canProvidePower(); boolean canConnectRedstone(IBlockAccess world, int x, int y, int z, int side); updateTick(World p_149674_1_, int p_149674_2_, int p_149674_3_, int p_149674_4_, Random p_149674_5_);
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