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Cerandior

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Everything posted by Cerandior

  1. Last time i worked on forge there was something like IUpdatePlayerListBox that you had to implement into your tile-entity to get "onUpdate" Is that gone now?
  2. And TileEntities onUpdate will only be called if it exists in the world? Then i don't really need any "fancy" way since these restriction don't really prevent anything of what i am planing to do.
  3. Then NBT Data would work better.
  4. I like the new forgeDocumentation. It's pretty neat. Actually i am not sure if it is that new since i haven't been active for months. As for the main point, I do know how to set-up events, i just wanted an example of someone using it. Anyway i just remembered. Blocks and Items have a "onUpdate" method right? I can use that and a variable to work something out. I am not very sure how you would get if the player is right clicking a block through events though, never tried something like that. Thank you for the time
  5. Any example? Or if you know any mod that uses this i can have a look myself.
  6. I would like to have some "special effects" before spawning an item in the world, and for that i need some sort of timer. E.G for 5 seconds spawn particles, after that spawn the item. I know minecraft uses Tick as it's time unit but how do i utilize ticks in methods? For example onItemRightClick method? I was thinking of using Java TimerTasks but i would like to know if there's a better way using minecraft Ticks
  7. Okay so, i deleted the old files and re-did the process. Process ran fine and there are no errors on eclipse except for this: What does that mean exactly? I have the latest version of JRE and the latest version of JDK installed. Where is the build path determined? Seems like everything is working like it should though. I can run both client and server, and the "example-mod" is there.
  8. That didn't work. Will re-download and try again tomorrow. Will post results. It is probably worth saying that i had a wrong JAVA_HOME variable when i ran gradle for the first time (the process did not finish) , i fixed that and ran it again. The process finished this time but it brought up this problem.
  9. It's the name of the folder. The mod name. I know, kinda ridiculous. Came up with it pretty randomly. But yeah, it has nothing to do with forge.
  10. Was just trying to setup the development environment for MC-Forge 1.10.2, but i think i might have messed something up. Was about to re-do the process but decided to ask here first if it's a known issue. Version for forge: forge-1.10.2-12.18.2.2114-mdk This is the problem:
  11. Thank you both. I am going to have a look at everything and see with what i can come up with. I think the only new thing that i haven't heard before, are Capabilities. Will try to work around those and hopefully i'll get some results.
  12. I really would like to know, how to go on this without ruining anything. I would like to make my own Hit Points system to fit my needs, but i also want it to be compatible with any other mod that is using the hearts for something. I would like to cancel out the rendering of the hearts also, and make my own hp bar with more variables to make it more customizable, as i am trying to do some sort of Role-Playing style mod. I think it would be good to say that i haven't tried anything yet. Just asking for a general idea on how to go about doing this.
  13. It's not that hard, if you are a little bit experienced with rendering. Have a core block from which you check if a specific pattern of blocks is correct each tick, and if it is, spawn your desired entity/tile-entity. In case of a water wheel you would need a custom rendered entity with a rotating animation, with ghostly, fully transparent blocks around it's base to give it a hitbox. When one of these blocks is broken, you can either drop all the water wheel components, or save the broken blok position to respawn the pattern with the missig piece. That's what i would have tried, even though i myself probably wouldn't jave bothered with this at all until i learn something good about rendering.
  14. Just create yohr custom tree and make your leaf blocks spawn your fruit block right below it. You can put different conditions for this to happen. You need to custom render your fruit blocks and make them drop the fruit item when destroyed.
  15. So, this is embarrassing. I had forgotten to put the "EventHandler" annotation above preInit, Init and postInit methods. Sorry, i setup things pretty quickly, kinda weird that i forgot that actually. I appreciate that you took the time to help me
  16. To be honest, i have no idea why i was making a screenshot of the class there. Here is the class in which the registration takes place: https://gist.github.com/Cerandior/cc144805c4fd4843b7bf5f24024b28c2 "RegisterItems" is being called in the preInit method at the main mod class. Here is a random item class: https://gist.github.com/Cerandior/96d2d15a23eb23897c77e926de78dc8c I will put the breakpoint and post results in a minute. EDIT: The breakpoint is not being hit at all!
  17. I hope you don't mid that i am completely copying your way of registering items at the time. I may come up with something that fits my style later, but anyway, after having a look at your method, I am still not having results. Apparently no item is being registered. Any clue at why this is isn't working?
  18. Hello guys, i was just checking on 1.9 to figure out what's changed and what is not. Apparently, GameRegistry.registerItems is deprecated. Did forge add a new method to register items on 1.9? It seems that using registerItems won't have any effect on the game.
  19. You need to assign more memory to gradle. In windows you do this through environment variables. -GradleOpts i think. I don't know how to do this on linux though. I think different distros, set-up things differently.
  20. I ha this exact same problem when i was trying to do something similiar. Mine was a fun project though so i gave up. The author of the tutorial probably is the one who can give you a solution, but wait for possible fixes from the more experienced programmers of this community. What i would like to tell you though is that you shouldn't be rendering 2 spheres (4 technically, outer sphere inside and outside and inner sphere inside and outside). Render just one sphere and apply a texture to it to make it look like there's another sphere inside it. This is just for better performance. If there are around 100 of these spheres in the same area some computers will struggle to keep up. Well i am not quite sure how minecraft renders objects but a sphere is a complex one. It's made up with a lot of vertexes.
  21. Does itemstack has a method called "getIsItemStackEqual" ? It probably does not. I doubt minecraft would use such ridiculous naming for their methods. EDIT: Apparentely there is. Never used this before. My bad.
  22. Yes there is no such method for items or blocks in 1.8 Follow this guide by bedrockminer: http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-8/first-item/ That's how you set up textures for an item. Don't follow that guide for blocks however, as blocks have a different way of rendering. Here is the guide for blocks: http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-8/first-block/
  23. Do you mean that this : http://prnt.sc/acd0a7 would happen? How can you prevent that from happening? Sorry if the image doesn't represent the case. That's what i thought it would happen.
  24. Your post title and what you said in the description do not match. Do you want to restrict your custom inventory slots to be able to hold just one type of item, or you want to check if an item is part of a inventory.
  25. You don't need to use a tessellator to make a "smaller than default" block. Setting the block bounds to a lower value than 1.0 would also set the renderer to do the work inside these bounds. A pipe would most likely be a tile-entity. Each instance of your block should change it's bounds in order to achieve the "connection" between the pipes.
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