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volcomrj

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Everything posted by volcomrj

  1. From what I gather, just replace MinecraftForge.registerOre() with OreDictionary.registerOre() for registering, and the recipes seem pretty straightforward. Seems to work for me.
  2. JAVA - How i love it...
  3. for(int l = 0; l < 999; l++) umm... oreCopper.blockID, 100 umm... int j1 = random.nextInt(256); umm... I'm not sure how that would affect it, but it doesn't seem right compared to your original posted code. Also, you don't need to implement ITextureProvider, all blocks/items do already.
  4. did u put in: import java.util.Random;
  5. Slso, I forgot to say, put your sprites in there.
  6. Just put all of your classes including your mod_XXX in a .zip in the mods folder. Easy.
  7. Ahh, looked at a couple sources and figured it out (Universal components .
  8. I was told to put my declarations in my load() method, but that makes the following code not work: if(itemstack.itemID == mod_Physicraft.helmetSteel.shiftedIndex || itemstack.itemID == mod_physicraft.plateSteel.shiftedIndex || itemstack.itemID == mod_physicraft.bootsSteel.shiftedIndex) I'm sure that's what I should do (put in load()), but then how would i import the variables in there? For now, i just put the id's manually, but that does not seem like a permanent fix.
  9. Hey Calclavia, I've seen what you're doing all over the forums. I would suggest steering away from the name :"add-on". I'm not saying that it's my personal opinion, but it suggests a "lesser" mod, which would probably turn away potential makers. Speaking of UE, I think it's a great idea. Personally, I'd like Physicraft [my (extremely) WIP mod] to implement it in the near future. The link is below, and i work on it every day. v0.3 will have a lot of new features, so son't fear about the current noobishness of the mod. Eventually, i want to tackle some of the stuff ic2 adds (dusts and such). http://www.minecraftforum.net/topic/1278793-125-wip-smp-physicraft-indev-v02-moar-industrial-stuff-download-available/
  10. It was recommended when i started Physicraft... But I'm updated now, and registerOre() is deprecated in eclipse :'(. (I know that it's useless now). EDIT: Oh I see, you used 120 (recomended), I'm updated to 128, so confusion has set in .
  11. Do whatever you want to it, I probably made like 12 other mistakes. This is directed toward anyone with basic know-how. I'm still working in like 97 or something.
  12. ...Fixed(probably not) <--- Complete noob in case you can't tell.
  13. Derp. Ty, added that and the final code and you to the credits.
  14. Tutorial here: http://minecraftforge.net/wiki/How_to_use_the_ore_dictionary Methusaleh, if you want me to take it down, i will. It's format is heavily based off of yours, and I reference your tutorials throughout.
  15. OK, tested and it works! I wrote a tutorial on the tutorials wiki linked on forum homepage. It's under Beginner tutorials. For those of you who are lazy, click here: http://minecraftforge.net/wiki/How_to_use_the_ore_dictionary.
  16. The whole forge ore dictionary thing is deceptively simple. I think that i have it figured out, but haven't tested it. I'd write a tutorial, but I don't even know if it works. I'll test it a little and if it works, I'll take a shot at it.
  17. I know how to use infinite sprite indexing, but i'm sticking to modloader sprites because many tuts use them (for like furnaces and such) and eventually i will convert all of them.
  18. ^God i love you.^ You've taught me a lot about forge and set me on the road to looking at hooks for myself, so thanks. I figured out how to call it, but I'm having problems with static references and such (it's thoroughly detailed in the support section, but nobody seems to reply.)
  19. BTW, I was trying to implement the Dictionary without asking(I'm a beginner in Java), but I ended up posting anyways (*facepalm*).
  20. Cannot make a static reference to the non-static method registerOre(String, ItemStack) from the type IOreHandler Line of declaration (did import): ingotSteelStack Declaration: ingotSteel Declaration (Don't bug me for using default Modloader sprites, gonna fix): itemSteel Class:
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