
Jedispencer21
Forge Modder-
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Everything posted by Jedispencer21
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[1.8] Custom dimension teleporter weird
Jedispencer21 replied to Jedispencer21's topic in Modder Support
No one? -
I have created my own custom dimension, the thing that I have been trying to get working properly is the portal to teleport. I have the portal blocks, but when I enter them I use my method to teleport the entity but, it doesn't technically teleport the player, it still shows the overworld, the player just can't move until they log out then log back in, then, when they log in they will be in the dimension but will have to relog because they will not be able to move. Then, after logging back in again, they are not longer in the dimension, they are back in the overworld. This is the code: http://pastebin.com/kpHeHYDb
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Look at the classes, BlockFurnace, TileEntityFurnace, GuiFurnace, and ContainerFurnace
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You can use RenderGameOverlayEvent then check if event.type equals RenderGameOverlayEvent#ElementType#PLAYER_LIST then cancel that then render your own Gui. Check in GuiPlayerTabOverlay to check how they display all online players
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Ok I will look into that, but about the Item for linking them, whats the best way of doing that?
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No one?
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So I have this in the tileentity class: and these in the block class: Now this works, except every time I log out of the world and come back in, I cannot break the block unless I go into creative.
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Another thing I am wondering is how would I make it so that only the person who placed the block is able to destroy it, and what would be a good way to make an item to link the teleporters, yes I am using TileEntities for the teleporters.
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So I am creating a Teleporter type mod, which adds two types of teleporters. The 'Main Teleporter' which can be used to teleport to any connected 'Teleporter', and The 'Teleporter' which can only be connected to the 'Main Teleporter'. What I am wondering is what would be the best way to make a certain Item be able to link the 'Main Teleporter' and 'Teleporter' so that the owner can teleport between the two.
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[1.8]--Custom Crafting Table not Working
Jedispencer21 replied to NikolaTheProgrammerNoob's topic in Modder Support
In your GuiHandler class you have: In getClientGuiElement it should not return new ContainerIronForge, but instead should return new GuiIronForge -
[1.8]--Custom Crafting Table not Working
Jedispencer21 replied to NikolaTheProgrammerNoob's topic in Modder Support
if World#isRemote then return true, but just try it out for yourself -
[1.8]--Custom Crafting Table not Working
Jedispencer21 replied to NikolaTheProgrammerNoob's topic in Modder Support
In onBlockActivated, don't use EntityPlayer#displayGui. First check if World#getTileEntity is an instanceof your tileentity then use FMLNetworkHandler#openGui -
[1.8]--Custom Crafting Table not Working
Jedispencer21 replied to NikolaTheProgrammerNoob's topic in Modder Support
Hard to help without any code. -
[1.8] make zombie drops custom seeds<SOLVED>
Jedispencer21 replied to perromercenary00's topic in Modder Support
You have used @EventHandler instead of @SubscribeEvent, also have you registered your events? -
Look at ItemStack#getTooltip that is where the do the attack damage
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As in the attack modifier that it shows ingame such as "+7 Attack Damage"?
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What I am wondering how to do is, in some mods they add things such as rings or gloves(Aether) that render onto the player. Now I have a cloak which I would like to render onto the player, but how exactly would I do this?
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[1.8] Using .json files instead of .txt
Jedispencer21 replied to Jedispencer21's topic in Modder Support
I know, but the thing is, is how would I go about reading/writing from/to the .json file -
[1.8] Using .json files instead of .txt
Jedispencer21 replied to Jedispencer21's topic in Modder Support
I am aware I need those, but the main thing I am wondering is how to basically read/write the data from/to the json, and create variables for each read value, then convert that into a waypoint with the values. -
So basically, I want to use .json files to store some data for my waypoints instead of using a .txt file like I do now. Now I have never used a .json file before, only edited one for blocks & items/models etc. I have a List that stores all of my waypoints, what I am wondering is how would I go about saving data to a .json file, then read that data to create a waypoint that is then added to the list. Also the main way I would also like to know is how I would format the file to look a bit like this but for every waypoint created:
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You want to use BlockEvent.HarvestDropsEvent, then check if the block is an instance of the block you want to drop your item, then if you don't want the block to drop its regular drops then clear the drops, then for the random chance just check if Random#nextInt(chance) equals whatever number, then add your new newdrop
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[1.8] Vanilla Boss Bar rendering glitch
Jedispencer21 replied to Jedispencer21's topic in Modder Support
I am using 1502 in my eclipse and I tested it with 1502 on the launcher, I have also tested it with 1513, and it still happens. I would update past 1502 on eclipse, but with the fml change, kinda stuck on how to change my dev environment to the new version. -
[1.8] Vanilla Boss Bar rendering glitch
Jedispencer21 replied to Jedispencer21's topic in Modder Support
I added that before any of the times I bind the locationBlocksTexture, but it didn't work, but when I loaded up forge without any mods, it still does it, so I don't think its a rendering issue with my mod, but forge itself? -
[1.8] Vanilla Boss Bar rendering glitch
Jedispencer21 replied to Jedispencer21's topic in Modder Support
http://pastebin.com/MqPpunmZ is most of the rendering code -
So whenever I open up my debug menu and there is a boss bar at the top of the screen, it changes the boss bar texture to blocks like this: I would assume it has something to do with binding the locationBlocksTexture, but I have commented out all of the places that I bind it, but none of the changed it.