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ItsAMysteriousYT

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Everything posted by ItsAMysteriousYT

  1. anyone? I think that the bug is somewhere in the saving part but i can't find it.
  2. Dafugg that error is nowhere in there too wtf?
  3. I had this to. You have to select the projectfolder in the Package Explorer and then run the client.
  4. Can't say, nothing else than this one line. Must have been too big for the console i think
  5. I recommend testing it and experimenting around. But your closer to the solution
  6. The whole stacktrace is full of them nothing before, nothing after
  7. That variable is nt used anymore, just a leftover. I know what static does, im now using IEEP to save the last TileEntityElectric in it -like diesieben07 said.
  8. Im working on an energysystem in my mod atm and a really weird bug accurd - when i connect the blocks with each other (using a variable in IEEP), then at some point the tileentity they are connected to is the same for all of them and sometimes even a tileentity that is not in the circuit. I don't know if the bug is positioned in the saving of the coordinates or somewhere else. Hopefully someone can help me fix this. Here are the classes i use: TileEntity_Electric: ItemCable(Connects the BLocks up): and some tileentities that extend TileEntity_Electric-perhaps the bug is in here: LanternTileEntity TileEntity_Powerline:
  9. I tried startin up minecraft and then this error filled the whole output: at net.minecraft.client.renderer.block.model.ModelBlock.getRootModel(Unknown Source) Where is the problem here? I din't change anything in json files and didn't delete anything as far as i know
  10. Ah okay - ill try that - can i use my Propsfile i already have?
  11. Anybody ? Please help, i wanna release my mod in about two weaks.
  12. I also tried having the lastTile variable in the Client/CommonProxy, but this had similar issues It would be really nice if somebody had a hint for me
  13. Hm... since im totally new with the 1.8 block rotation stuff i can't help you with that But ill have a closer look at your problem anyway - ill tell you if i find anything.
  14. Hey there, im working on an electrizity network for my mod and now im struggling with connecting the blocks so they can pass over the energy to each other. what i did is i created a TileEntity_Electric and in there a field called connected. This is the TileEntity_Electric that should receive the energy. Now im trying to set this field with an item. In the item i have a public static TileEntity_Electric that i set like this in onItemRightClick (Called on both sites so i don't need packetHandling): I have a GameOverlay in which i can see if a TileEntity_Electric is connected and the tileentity that it is connected with. But somehow - these connected tiles are sometimes tileentities that are have been in the world earlier and sometimes the block that i clicked the first time. What am i doing wrong? Do i have to use another method or put the field somewhere else - please help
  15. Of course it is possible, but really difficult. Im working on something like that ill let you know if i succed okay
  16. Only one hint - how should the players motionX move the truck if the player sits ON the truck?
  17. Oh okay.. ill see what i can do with that Thanks.
  18. Probably youll try changing these lines in the .json file: "variants": { "normal": [{ /*"transform": { "rotation": {"y": 45} }*/ }],
  19. For the translation do x+0.5, z+0.5 cuz when a Block is rendered, the models origin will be in a corner of the rendered cube. And for the rotation, if the GL11.glRotated(angle, valueX, valueY, valueZ); isn't working, then i don't know what else to do
  20. Which registration method do i have to use, the normal ItemModelMesher or the ForgeItemModelMesher?
  21. Im trying to bind the texture of a block to a cube in a TESR but i can't find a way to get the block texture
  22. Somehow when i try rotating some lines i draw with the tesselator, they just stay as they are. Any solution? Here is what i tried so far(Don't wonder about the complicated for loops, i gonna make them in a method later):
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