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fallingkitten

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  1. I was playing with giants on a modded 1.7.10 server last night, which had just had its difficulty changed from easy to normal, and giant were killing me in 1 hit. However I was wearing full diamond armour, and according to the Minecraft wiki (and testing on easy I had done previously), they shouldn't be killing me like that. Tested it on singleplayer, same thing happened. Tested on a non-modded server (while I still had all the mods installed), didn't happen. I tested it with completely vanilla Minecraft, not even OptiFine or Forge, didn't happen. I then tested this with just Forge on 1.7.10 and 1.8 singleplayer (using the latest Forge), and the damage I would take from any mob appears proportional to how damaged my armour is. So, in fully repaired armour I take the minimum damage, but if my armour is about to break, I take a good deal of damage. However, when armour gets rather damaged, the armour bar doesn't change, implying that only the type of armour worn, and not its damage value, should be taken into account when a player takes damage. I can't find anything on this, so I have no clue if this is an intended Forge feature or a bug.
  2. Yes, I realise the purpose of the ore dictionary. The fact that it is an IC2 block is incidental, in theory I want this to work with any basalt added by any mod (but IC2 is the only one I know of, and the only one I use that does, hence the mention of IC2). So going from that, I shouldn't have to specify IC2 in the code, should I? Else that would suggest that when drawing from the ore dictionary one would have to specify, say, all the copper ingots from all the mods which have them, and from what I've read that's not how it works. Abastro, some people learn best by effectively poking at and playing with something, getting it wrong, and going from there. Moving on, does anyone have some helpful input for me?
  3. Just as how if you mine stone you get cobblestone (unless you use silk touch), I am trying to make it so that when basalt stone (added by me) is mined, it drops basalt cobblestone from IC2 (it's not actually basalt cobblestone, but it looks cobble-y). I have this working for another stone I've added, but for that I added the cobble myself. It's the ore dict part I'm having trouble with. According to the many tutorials I've looked at, you import "net.minecraftforge.oredict.OreDictionary", and in the 'getItemDropped' section instead of "return Item.getItemFromBlock(ModBlocks.basaltCobblestone);" one uses "return Item.getItemFromBlock(:blockBasalt);". Eclipse then tells me "blockBasalt cannot be resolved to a variable". If I instead try "return Item.getItemFromBlock("blockBasalt");", "blockBasalt" shows up blue and the error reads "The method getItemFromBlock(Block) in the type Item is not applicable for the arguments (String)". And combining the two "return Item.getItemFromBlock(":blockBasalt");", gives me the same error as the previous. A lot of the tutorials/information on the ore dictionary (and Forge in general, depending on what aspects you're looking at) seem like they are for earlier versions, and so potentially out dated. The 'How to use the ore dictionary' tutorial is for 1.6.4, and I'm not sure how much regarding this has changed since then. My block.class: If anyone could help, that would be appreciated. Or point me in the direction of an up to date and informative tutorial.
  4. I have custom blocks, and I'm trying to add slabs of them. I have the slab working, asides from the texture. BlockSlab.class ItemSlab.class Block.class (block that the slab is of) ModBlocks.class I think that's all the relevant bits? I get no errors or anything, it just looks like stone, and I'm not sure how to make it use the same texture as the Basalt Stone Brick. Google isn't proving very helpful.
  5. Ah. Well, thankyou for your help, it's much appreciated.
  6. Well, I know how to manually change IDs. It'll be a pain, but doable. You wouldn't happen to know if damage values (i.e. :0~:15 denoting different wool colours) are also stored in the level.dat, would you?
  7. Really? Oh, woops, sorry. That is really clever, item IDs getting assigned. Think it's time to send a message to the plugin owner. Thanks.
  8. I wasn't sure if I should put this in the general support section, or here in the modded support section, since I am not making a mod. So if this is in the wrong place, my apologies, it seemed more appropriate to put it here. I believe Forge resolves conflicting item IDs of its own accord now, which is great. However, I am having an issue with a plugin (on a modded server) where it will only acknowledge item IDs below ~430. Because Forge now resolves ID conflicts itself, most mods (the ones I'm using, anyway) don't have the option to manually change their item IDs. And, of course, the items I want this plugin to deal with all have their IDs well over ~430. So my question is: is there a way to manually change item IDs, without Forge changing them back?
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