Everything posted by svk2140
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[1.7.10] Recoil arrow bug
Yes exactly.
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[1.7.10] Recoil arrow bug
The arrow flies, falls into the unit, normally stuck, but bounces back and hanging in the air in a few seconds. How to Fix? Code vanilla, almost nothing has changed, what to do?
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More than 45 slots in the gui.
Thank you so much!!! I killed 2 days on this problem!
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More than 45 slots in the gui.
What is wrong? Have you fixed these issues? The first one is most likely your problem. that the first? P.S. "Google Translate"
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More than 45 slots in the gui.
just in case ... Right now I try 16
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More than 45 slots in the gui.
Oh, wrong: D Where comments I hidden code I have delivered the packages to save the settings on the server that are in gui.
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More than 45 slots in the gui.
Inside the chest is more than 45 slots. 4x9 player's inventory and 6x3 inventory chest ... Are you saying you are storing the players inventory in your chest? What? I add slots players, and they are stored in the player's inventory? this.addSlotToContainer(new Slot(inventoryPlayer, 9+j+i*9, 8+18*j, 166+i*18)); And I add slots chest in the chest this.addSlotToContainer(new Slot(chest, i, 8, 12 + 18*i)); I wrote an example that keeps the chest more than 45 slots
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More than 45 slots in the gui.
http://pastebin.com/3i4W1v2R
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More than 45 slots in the gui.
Inside the chest is more than 45 slots. 4x9 player's inventory and 6x3 inventory chest ... And two of those have Slot #0. Slot #0 (player's inventory) and Slot #0 (chest inventory). for(int j = 0; j < 9; j++) { this.addSlotToContainer(new Slot(inventoryPlayer, 9+j+i*9, 8+18*j, 166+i*18)); // "9+j+i*9" why is there a +9 here? } } for(int i = 0; i < 9; i++) { this.addSlotToContainer(new Slot(inventoryPlayer, i, 8 + i * 18, 224)); // "8 + i * 18" why is there a +9 here? } I corrected, but still crash package com.svk.generateChests.GUI.container; import java.util.ArrayList; import java.util.Random; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.InventoryPlayer; import net.minecraft.inventory.Container; import net.minecraft.inventory.Slot; import net.minecraft.item.ItemStack; import com.svk.generateChests.Tile.TileGenerateChest; import com.svk.generateChests.base.BaseClassMod; import com.svk.generateChests.base.CommonProxy; import com.svk.generateChests.packets.PacketsID; import com.svk.generateChests.util.UtilPackerDataSet; public class ContainerEditGenerateChest extends Container { private TileGenerateChest table; private EntityPlayer player; public ContainerEditGenerateChest(InventoryPlayer inventoryPlayer, TileGenerateChest table) { this.table = table; table.openInventory(); player = inventoryPlayer.player; this.addPlayersSlots(inventoryPlayer); this.addChestSlots(table); } public void addPlayersSlots(InventoryPlayer inventoryPlayer) { for(int i = 0; i < 9; i++) { addSlotToContainer(new Slot(inventoryPlayer, i, 8 + i * 18, 224)); } for(int i = 0;i < 3; i++) { for(int j = 0; j < 9;j++) { addSlotToContainer(new Slot(inventoryPlayer, 9+j+i*9, 8+18*j, 166+i*18)); } } } public void addChestSlots(TileGenerateChest table) { for(int i = 0; i < 8; i++) { addSlotToContainer(new Slot(table, i, 8, 12 + 18*i)); addSlotToContainer(new Slot(table, i + 8, 53, 12 + 18*i)); } } @Override public void onContainerClosed(EntityPlayer p_75134_1_) { table.closeInventory(); } public ItemStack transferStackInSlot(EntityPlayer p_82846_1_, int p_82846_2_) { return null; } @Override public boolean canInteractWith(EntityPlayer p_75145_1_) { return true; } }
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More than 45 slots in the gui.
Does it matter? if(world.isRemote) { return false; } else { player.openGui(BaseClassMod.instance, GuiID.guiGenerateChest, world, x, y, z); return true; }
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More than 45 slots in the gui.
Inside the chest is more than 45 slots. 4x9 player's inventory and 6x3 inventory chest ...
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More than 45 slots in the gui.
Sorry, I forgot
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More than 45 slots in the gui.
How to make more than 45 slots in the gui? crash package com.svk.generateChests.Tile; import java.util.ArrayList; import com.svk.generateChests.base.CommonProxy; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.IInventory; import net.minecraft.inventory.ISidedInventory; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.tileentity.TileEntity; public class TileGenerateChest extends TileEntity implements IInventory { public ItemStack[] slots = new ItemStack[60]; public int[] procentSlot = null; public boolean setGen = false; public String customName = null; public TileGenerateChest(){} public void updateEntity() { super.updateEntity(); } public void readFromNBT(NBTTagCompound nbt) { super.readFromNBT(nbt); NBTTagList nbttaglist = nbt.getTagList("Items", 10); this.slots = new ItemStack[this.getSizeInventory()]; if (nbt.hasKey("CustomName", ) { this.customName = nbt.getString("CustomName"); } for (int i = 0; i < nbttaglist.tagCount(); ++i) { NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i); int j = nbttagcompound1.getByte("Slot") & 255; if (j >= 0 && j < this.slots.length) { this.slots[j] = ItemStack.loadItemStackFromNBT(nbttagcompound1); } } this.procentSlot = nbt.getIntArray("procentSlots"); this.setGen = nbt.getBoolean("setGen"); } public void writeToNBT(NBTTagCompound nbt) { super.writeToNBT(nbt); NBTTagList nbttaglist = new NBTTagList(); for (int i = 0; i < this.slots.length; ++i) { if (this.slots[i] != null) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); nbttagcompound1.setByte("Slot", (byte)i); this.slots[i].writeToNBT(nbttagcompound1); nbttaglist.appendTag(nbttagcompound1); } } nbt.setTag("Items", nbttaglist); if (this.hasCustomInventoryName()) { nbt.setString("CustomName", this.customName); } nbt.setIntArray("procentSlots", this.procentSlot); nbt.setBoolean("setGen",this.setGen); } public int getSizeInventory() { return 60; } @Override public ItemStack getStackInSlot(int i) { return this.slots[i]; } public ItemStack decrStackSize(int i, int j) { if(this.slots[i] != null) { ItemStack itemstack; if(this.slots[i].stackSize < j) { itemstack = this.slots[i]; this.slots[i] = null; return itemstack; } else { itemstack = this.slots[i].splitStack(j); if(this.slots[i].stackSize == 0) { this.slots[i] = null; } return itemstack; } } return null; } public ItemStack getStackInSlotOnClosing(int i) { if(this.slots[i] != null) { ItemStack itemstack = this.slots[i]; this.slots[i] = null; return itemstack; } return null; } @Override public void setInventorySlotContents(int i, ItemStack itemstack) { this.slots[i] = itemstack; if(itemstack != null && itemstack.stackSize > this.getInventoryStackLimit()) { itemstack.stackSize = this.getInventoryStackLimit(); } } public void setInventoryName(String string) { } public String getInventoryName() { return "CustomName"; } @Override public boolean hasCustomInventoryName() { return true; } @Override public int getInventoryStackLimit() { return 64; } @Override public boolean isUseableByPlayer(EntityPlayer p_70300_1_) { return false; } @Override public void openInventory() { } @Override public void closeInventory() { } @Override public boolean isItemValidForSlot(int slot, ItemStack itemStack) { if(slots[slot] != null) { return true; } else { return false; } } } package com.svk.generateChests.GUI.container; import java.util.ArrayList; import java.util.Random; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.InventoryPlayer; import net.minecraft.inventory.Container; import net.minecraft.inventory.Slot; import net.minecraft.item.ItemStack; import com.svk.generateChests.Tile.TileGenerateChest; import com.svk.generateChests.base.BaseClassMod; import com.svk.generateChests.base.CommonProxy; import com.svk.generateChests.packets.PacketsID; import com.svk.generateChests.util.UtilPackerDataSet; public class ContainerEditGenerateChest extends Container { public ContainerEditGenerateChest(InventoryPlayer inventoryPlayer, TileGenerateChest tileChest) { tileChest.openInventory(); this.addCustomSlots(tileChest); this.addPlayerSlots(inventoryPlayer); } public void addCustomSlots(TileGenerateChest chest) { for(int i = 0; i < 8; i++) { this.addSlotToContainer(new Slot(chest, i, 8, 12 + 18*i)); this.addSlotToContainer(new Slot(chest, i + 8, 53, 12 + 18*i)); } } public void addPlayerSlots(InventoryPlayer inventoryPlayer) { for(int i = 0; i < 3; i++) { for(int j = 0; j < 9; j++) { this.addSlotToContainer(new Slot(inventoryPlayer, 9+j+i*9, 8+18*j, 166+i*18)); } } for(int i = 0; i < 9; i++) { this.addSlotToContainer(new Slot(inventoryPlayer, i, 8 + i * 18, 224)); } } public ItemStack transferStackInSlot(EntityPlayer p_82846_1_, int p_82846_2_) { return null; } @Override public boolean canInteractWith(EntityPlayer p_75145_1_) { return true; } }
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Rendom texture block
In the resource packs, mcpatcher (Apparently optifine?) Have this feature. When you put a block, he is given Randomnaya texture from a predefined list. How to implement this? Metadata is possible through, but Metadata is a maximum of 16? Then the textures do not have more than 16? But in mcpatcher you can do... help me please.
- MALFORMED reobf
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MALFORMED reobf
http://pastebin.com/gr2jDYAQ - stacktrace Help! P.S. "I do not know much English"
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Ic2 API Energy
solution: ElectricItem.manager.getCharge(item);
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Ic2 API Energy
I need to get the energy ic2 of an item, I do not need to explain what the NBT! And energy is stored in the NBT, I need to know in which I need to know in which*
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Ic2 API Energy
I need to get the energy ic2 of an item, I do not need to explain what the NBT! And energy is stored in the NBT, I need to know in which
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Ic2 API Energy
.getTagCompound(what?).getTag(what?).getinteger?(what?) Ic2 energy* example: .getTagCompount("Ic2").getTag("energy").getInteger("energy") And what really?
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Ic2 API Energy
.getTagCompound(what?).getTag(what?).getinteger?(what?)
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Ic2 API Energy
that's all google translate...
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Ic2 API Energy
Energy ic2 in an item stored in the NBT? What is NBT?
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[1.7.10] 1k+ polygons
make the model simpler! 1k is too many, Minecraft is blocky, not smooth. what type of model is it? no worries -TGG I just do not want to make the model itself, and the Internet only 1k+. Format: obj
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[1.7.10] 1k+ polygons
it is necessary to load the model 1k+ polygons. What to do? P.S. "do not know much English"
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