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Earthcomputer

Forge Modder
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Everything posted by Earthcomputer

  1. Which method exactly modifies the recipe? getRecipeOutput?
  2. I have made an autocrafting table (quite different from Buildcraft's), but the problem is, it always crafts item stacks with a stack size of 0. I don't want to give away too much of the code, but here's the tile entity: If you need any more of my code, feel free to ask for it. You can also ask me to do some debugging tests So can you see why the recipe output stackSize is always 0? I'm probably missing something really obvious lol Thanks in advance
  3. Hello, I was wondering if there was a way to render one texture on top of another using 1.8's block models. For example, something like: { "parent": "block/cube_all", "textures": { "all": { "layer0": "blocks/stone", "layer1": "blocks/torch" } } } would display a block with the texture of stone with the texture of a torch on top. I know you can do this with custom textures, I just wondered if it was possible to do it with layers. Note: this is NOT a question about 3d block modelling Note 2: sorry about any inaccuracies in the above model, I'm away from my computer. Note 3: if any part of this question is unclear, ask about it - it's quite a hard thing to explain.
  4. If you store an enchantment seed per player, you can set the random seed on the client and server to be the same. See the 1.8 source code for the enchantment gui, I'm sure there's some way to put that into a crafting table in 1.7.10
  5. Hi all, I'm quite new to entity AI, and I've set myself a bit of a challenge. I'm making the rabbit from 1.8 in 1.7.10. I'm not going to lie, I did copy and paste the code from the 1.8 EntityRabbit, but I think I've adapted it to work reasonably well in 1.7.10. I've also done a bit of deobfuscation and added Override annotation to make it easier for you guys to read. The problem is that when I disable the new AI, the rabbits move around, but without hopping and don't seem to obey any of their AI tasks. When I enable the new AI, by overriding the isAIEnabled method, the rabbits hop aimlessly on the spot. So, my question is, how do I get the rabbits to hop around? Do I need to somehow enable both the old AI and the new AI? Here is my code: EntityRabbit.java http://pastebin.com/j51Dp3Ef EntityAIMoveToBlock.java http://pastebin.com/zshm8tyA One final issue: it doesn't appear that AIRaidFarm is even being executed with the old or the new AI, because I don't get the expected log output either way. Any help would be greatly appreciated
  6. Yes, it's solved now. One thing I've learnt is to avoid using static initializers and instead use methods, as otherwise you can get bugs which are very hard to debug.
  7. Okay so I changed my init method to a preinit and the FMLInitializationEvents to FMLPreInitializationEvents. It appears to be more complicated than I thought. Thanks for your contribution!
  8. Yes I know what a static initializer is, I just overlooked that problem. To my understanding as long as the creative tab is instantiated before it is set to the item, it will work, I'm just compiling and running now to test...
  9. Sorry about the code, is there a tutorial on how to fix that? So, I expect I should initialize my creative tab in my init method? I'll try that now. Thx
  10. I have an item, called booPowder, which for some reason is not appearing in the creative inventory - the only way to obtain it is with the give command. This item is the icon of the creative tab MCMario.CREATIVE_TAB, the tab it should appear in, proving that its texture and everything is linked properly. I also have a block, called mushroomPortalFrame, which displays perfectly. Here is my code: Any suggestions as to why the item is not appearing in the creative inventory?
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