
Jedispencer21
Forge Modder-
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Everything posted by Jedispencer21
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Lets see if I fully understand. What I have to do is create a new class that implements ICapabilitySerializable? And what do you mean provide an IItemHandler instance, would I create a new instance or what? Then in the item class for the gun in the initCapabilities method I return the instance?
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If you wouldn't mind, could you give a bit of an explanation as to how I would give the gun an inventory, and allow the table to access it. I have read the document, but still don't fully understand as to how I would do it.
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The only thing is, is that its not an actual crafting table, more like a table with slots that you add the pieces to, and you can remove those pieces as well, and it results with a gun with those parts.
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All right, so now I am wondering, is how could I make it so that I have a custom gun crafting bench that I am able to add gun parts to, to create customized guns that add different stats based on the part.
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So I have never tried to make a gun before, so what I am wondering is, what would be the best way to make the gun, such as bullets, making guns have a fire and reload speed, being able to customize the guns with different parts, and such. Also with the customizing, each part would supposedly change the look of the gun's model, how would I go about making the model based on what parts are on the gun?
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[1.8.9] Custom Potion & Potion Effect
Jedispencer21 replied to Jedispencer21's topic in Modder Support
I know all that, but I'm wondering if I can make my own Potion item (Like a Drinkable Potion and Splash Potion) -
[1.8.9] Custom Potion & Potion Effect
Jedispencer21 replied to Jedispencer21's topic in Modder Support
Also where would I check for the player having the effect active, I assume LivingUpdateEvent. -
What would be a way to go about making a custom potion item, and a potion effect, and make the potion brewable?
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[1.8.9] WeightedRandom making rarer loot less rare
Jedispencer21 replied to Jedispencer21's topic in Modder Support
I know about the different loot categories, but what I mean is, is there a way to say have a "Treasure" category, and when you have a higher "luck" then you have a higher chance of getting the loot with the lower weight. -
What I am wondering is how to do something like 1.9 Luck mechanic making it more common to find rarer items. So I have a custom fishing rod that can find rare fish, but what I want to know is if I can do something like if say a player has a potion effect active, it makes the rarer fish more common.
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[1.8.9] Custom Crafting Table Not Removing Items
Jedispencer21 replied to nxwhitney's topic in Modder Support
Yes, you would need to, but in the custom slot replace the CraftingManager#getInstance#func_180303_b with you CraftingManager equivalent method. -
[1.8.9] Custom Crafting Table Not Removing Items
Jedispencer21 replied to nxwhitney's topic in Modder Support
Look at ContainerWorkbench and SlotCrafting -
Take a look in the RenderArrow class, it seems that the methods would be WorldRenderer#pos(x, y, z).tex(u, v).endVertex, and to start drawing you use WorldRenderer#begin(glMode, VertexFormat)
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Since they are not in the Tessellator class, they are in the WorldRenderer class.
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This is my current code, now how would I go about actually teleporting the player? Most of the code for the dimension is just from The End, because I have no experience with generation.
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I am creating a new dimension sorta like The End, except it will generate islands infinitely, now what I am wondering is what classes will I need for the dimension. The ones I can think of will be, A Biome Gen for a custom biome, A Biome Decorator, World Provider, World Chunk Manager, Chunk Provider, Teleporter, and a Portal block. Is there any other things that I will need to make this dimension? Also, in order to teleport to the dimension I would like to use a Gui and teleport when a button is pressed, I assume I would have to send a packet with the dimension id, and upon recieving the packet, teleport the player to the dimension.
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I have a custom inventory with which I am wondering is how I add the default inventory's armor inventory to mine. So that if you can equip/unequip armor in the custom inventory so that its actually equipped/unequipped in the default inventory.
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After a bit of debugging, and looking at the code, I realized I missed the dumbest thing, I forgot to assign the entityId to the entityId in the packet in the constructor... so it was only returning 0, but fixed it, and it is now working.
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So, upon trying, inside the packet: EntityPlayer player = Minecraft.getMinecraft().theWorld.getEntityById(id); and trying to use the variable in any way returns null.
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I am aware that the id is the same on both sides, better wording would have been, where should I get the World from inside the packet.
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So I taken a look at how vanilla does this with the armor, and I took a look at S04PacketEntityEquipment and NetHandlerPlayClient#handleEntityEquipment, now what I am wondering is how within my packet would I go about getting an entity from its ID, since it is handled client side?
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I have a custom inventory and some extended properties and when I equip an item in the slot in the custom inventory, it renders an accessory onto the player like armor, but the only problem I have is that when on a server, it doesn't show the accessory to other players. I assume I will need packets.
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try looking at how the item frame does it
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[1.7.10] Change damage type of lightning for all entities?
Jedispencer21 replied to IceMetalPunk's topic in Modder Support
You could try using LivingHurtEvent then checking if the event.source equals DamageSource#lightningBolt, then cancel the event, then you could use event.entity.attackEntityFrom(yourdamagesource, amount) -
[1.8]Game crashes upon smelting items
Jedispencer21 replied to Max Noodles's topic in Modder Support
try just doing GameRegistry.addSmelting(grist_ore, new ItemStack(TutorialItems.grist), 0.0F);