Cerandior
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Everything posted by Cerandior
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I want to keep working on my 1.7 mod but i have an idea and i want that to be on 1.8. Can you work on eclipse with both forge 1.8 and forge 1.7 in the same time? Or i have to go ahead and create a different workspace.
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[1.8] How can i show a text message on world startup?
Cerandior replied to rowan662's topic in Modder Support
Try this piece of code Player.addChatMessage(new ChatComponentText("blabla")); -
@choonster i wanted a custom shape/size bounding box and ernio, thanks for info. I think i wont bother with it since its not the only solution for my problem
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Is there any way to do this without ASM?
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[SOLVED] [1.8][1.7.10] Custom tool harvesting some blocks slowly
Cerandior replied to Choonster's topic in Modder Support
Here is the code for a custom tool that i made. Ignore the most part of the code and check what may help you. By the way this is for 1.7.10 -
What do you exactly want to change in the way minecraft generates the world. So let's say that you want to change how minecraft generates ravines. What do you want to do with them? Make them generate bigger?, Smaller? You want to completely remove the ravines from generating (I don't see a point on this)? Since you apparently want to change the generation of existing "worldgens" then i am assuming that there has to be a event that will help you on this. However i am not sure because i don't work with events often and i am unexperienced on this side. EDIT: If you want a good tutorial on world generation check out jabelar's tutorial. He is very detailed and may help you to achieve what you want. Also i did not post a link here because i don't know if jabelar will be ok with it so simply google it.
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Well i want a energy system on my mod. I can create this system on my own, but then the other mods wouldn't be able to use the energy that is created with my mod. A popular energy system is RF(RedstoneFlux) and has a public API too. However i have never worked with an API before and i am not sure how the author set-uo the energy variables and methods. If someone has worked with this API before and has a public source code of an example for a generator and probably a pipe(maybe i can figure this out on my own). It would help me to understand how the methods are used and with what variables they work.
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Is this 1.8 or 1.7?
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The numbers, "pixels", tell minecraft where the slots are. Use a software like paint.net and see the starting point and the ending point of your slots on your gui.
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I am sorry but i cannot write the whole code for you. Watch tutorials for custom rendering. Watch tutorials on how to use TileEntities. And also watch tutorials on how to use NBTTagCompound. If i am not mistaken the official forge wiki has tutorials for all three of these so you can see some examples there.
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Gas and Fluids in Minecraft - And special armor
Cerandior replied to Darki's topic in Modder Support
There are plenty of tutorials for liquids. Tanks would be easy. Make a tile-entity and use NBT to store liquid. For Example: When you right click with a bucket of water you store 1000 mB(milli-buckets) onto your tile-entity NBT. On right click with an empty bucket you get out 1000 mB out of your tile-entity and also you replace your current held item with bucket of water. Of course you have to specify the liquid type the tank has in, so it holds only one type of liquid, otherwise it will be a mess. Armor with fire resistance? Use onArmorTick and you can give an infite Fire Resistance potion effect to the player if he is wearing the armor. -
Pipes are basically blocks that are custom rendered. You can use block methods to see if the pipe is connected to a block that has stored "liquid" in it and you can give that "liquid" to the pipe so the pipe will transport it to another block that accepts the liquid. For that you will need a tile entity instance of the pipe. About the energy system. That is not hard either. You need a custom class which will hold data about your energyitems or energyblocks, like some energy base values which your blocks or items will hold. Based on these Energy Values you can say if the block will work or not and in what speed it will work. NBT data will be your best friend on this.
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That's a good question. Why would you need an item that is immune to everything that minecraft has.
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[1.7.10] Unknown forge/eclipse problem [SOLVED]
Cerandior replied to Hextor's topic in Modder Support
Are you making sure that you are actually Registering your items to the game before actually checking if it is there? And if you are, are you doing this on PreInit, Init or PostInit method of forge? -
These items with nbt will be different or just one item. I mean do you have an item like books which use nbt for enchantements or the are different from each other
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PLease help when i open minecraft eclipse it crashes
Cerandior replied to Bacuse's topic in Modder Support
Check out your OresGeneration class at lines 56, 38 and 22..... -
Oh man i just realized that you had custom slots this whole time. Maybe that's the problem. Check the vanilla Slot source code in eclipse. Maybe there is some method that you can override in your CustomSlot that will fix the dragging problem.
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[SOLVED] MODELING HELP!!! - - - OBJ making for 1.7.10
Cerandior replied to jackmano's topic in Modder Support
Not enough information. Post your custom-renderer code and your TileEntityCode. -
I am sorry. I had a busy day yesterday. Post your GUI container code.
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You didn't bind a texture anywhere!? You specified a resource location but you didn't bind that to your custom renderer. That means that your block should be blank and you can see-through it.
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I think that vanilla has the code for what you want. I have worked before with a custom crafting table myself and i think that the part of the code that you want is in the end of either the chest code or crafting table code. I don't really remember though. There is a part of code that starts with moveStackinSlot. At least i think there is. Haven't worked with inventories in a while, and cannot open my IDE cause i am on my phone right now.
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I am assuming that the problem is that you didn't revert with GL11.popMatrix here: GL11.glPushMatrix(); GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F); ResourceLocation textures = (new ResourceLocation("emptyskies:textures/blocks/testBlock.png")); Minecraft.getMinecraft().renderEngine.bindTexture(textures); You put 2x GL11.PopMatrix in the end but that doesn't count for this first one. Remove one of your popmatrix in the second part of your renderer. Like this: GL11.glPushMatrix(); GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F); ResourceLocation textures = (new ResourceLocation("emptyskies:textures/blocks/testBlock.png")); Minecraft.getMinecraft().renderEngine.bindTexture(textures); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F); this.model.render(null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F); GL11.glPopMatrix(); I may be wrong since i am not experienced with GL11 stuff but from tesselating i know that if your start it you must close it.
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You can also check the vanilla player inventory crafting thing which is a 2x2. Vanilla is usually easier to understand than the other modders code. You can use the 2x2 crafting table but you can make it so visually looks like 2x 1x2 crafting tables. What i mean is that your whole crafting table is 2x2 but you can use one row to make crafting recipe's for your weapons and the other row for whatever you wanted . You can seperate the slots a bit from each-other in your gui so it looks like they are indipendent from each-other. You don't really have to make 2 crafting tables in one. Simply make one but make it so it looks like 2 visually for the player. They won't see your code anyway, they will simply play the game and won't notice it.