Everything posted by Choonster
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[1.9] GetCurrentArmor: works in 1.8, not 1.9. What do I use now?
Use EntityLivingBase#getItemStackFromSlot . You shouldn't be updating to 1.9, you should be updating to 1.10.2 or at least 1.9.4.
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[1.8.9] Items with nbt in creative tab
Override Item#getSubItems to create any ItemStack s you want to display in the creative menu and add them to the List<ItemStack> .
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chicken bones left the modding?
Chicken Bones' mods are being updated and maintained by other people here.
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[Solved][1.10.2] Game crashes when registering blocks or items.
ModItems.itemOrder and ModBlocks.blockOrder are null because you never assign them a value.
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1.7.10 does not work "Shutting down internal server..."
Read the EAQ, it tells you how to fix this.
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[1.10.2] How to make a custom ISound?
Use your IDE to find implementations of it in vanilla and where they're used.
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How to alter a vanilla BiomeDecorator?
Put a breakpoint in your event handler method, run Minecraft in debug mode and generate some terrain. If the breakpoint is hit, your event handler is being called.
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[SOLVED] [1.10.2] How to get log type
You need to check which Block the IBlockState represents. If it's Blocks.LOG (an instance of BlockOldLog ), use BlockOldLog.VARIANT . If it's Blocks.LOG2 (an instance of BlockNewLog ), use BlockNewLog.VARIANT .
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How to alter a vanilla BiomeDecorator?
BiomeEvent.CreateDecorator is an event, you need create an event handler that subscribes to this event and register it on the appropriate event bus. coolAlias has a tutorial on event handlers here.
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Forge not finding mcmod.info
The default Gradle project structure uses src/main/java/... and src/main/resources/... rather than just src/java/... and src/resources/.... You probably need to use the default structure (recommended) or tell Gradle about your custom structure. Edit: Fixed formatting error.
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[1.10.2] Random Texture
It's entirely possible to set multiple models for a single variant in a blockstates file and have one selected at random every time the block is rendered; look at vanilla's grass blockstates file for an example. Forge's blockstates format also supports this, I'm not sure why it's not working for the OP.
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[Solved] [1.10.2] Place sapling in the world
Don't use block IDs, they're not guaranteed to remain constant between saves. Get the sapling Block from the Blocks.SAPLING field. Call Block#getDefaultState to get its default IBlockState . Call IBlockState#withProperty to get an IBlockState with the BlockSapling.TYPE property set to BlockPlanks.EnumType.ACACIA . Call World#setBlockState to set the block at the specified BlockPos to the IBlockState .
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World generator only called in ocean biome
I'd also recommend using World#getBiome instead of BiomeProvider#getBiome(BlockPos, Biome) . This will query the Chunk 's biomes if it's loaded or fall back to the BiomeProvider if it isn't.
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[1.10.2] Using PropertyEnum in a forge BlockState file?
You use a PropertyEnum just like you would any other IProperty . The string returned by IStringSerializable#getName is used as the value in the blockstates file (whichever format you're using). I have a block with two enum properties (for the colour and facing) here: code, blockstates file. I have a block with a single custom enum property here: code, blockstates file.
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I'm trying to play with the forge profile but it only opens the game output tab
You've posted this in the wrong section. It belongs in Support & Bug Reports, it should be moved soon You've extracted a mod's JAR in your mods directory, don't do this. To install a mod, simply put the JAR in the mods directory without extracting it. Something is also trying to save a crash report to a file with an invalid name, but I can't see anything in the Minecraft or Forge code that would generate that name. Which mods do you have installed?
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[Solved] [1.10.2] Creative Tab
"The super method" means the method of the super class that the current method overrides.
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Some confusion concerning mod/forge versions
You can create a launcher profile for each Minecraft version and give each profile its own game directory. 1.7.10 is no longer supported by Forge, so you you can play it, but you won't get any help for it here if you break something.
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[Solved][1.10.2] Axe ArrayIndexOutOfBoundsException crash
And may I ask what the two floats represent? Look at their names in your IDE.
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[Solved][1.10.2] Axe ArrayIndexOutOfBoundsException crash
The ItemAxe(ToolMaterial) constructor only works for vanilla ToolMaterial s. Use the Forge-provided ItemAxe(ToolMaterial, float, float) constructor for modded ToolMaterial s.
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[1.10.2] /summon guru.FireOrb to /summon guru:fire_orb [1.11]
EntityRegistry.registerModEntity always registers your entity with the name "<modid>.<name>" , where <modid> is your mod ID and <name> is the name you specified. There's currently no way to use the "<modid>:<name>" format used by the new snapshots.
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[Solved] [1.10.2] Creative Tab
Override CreativeTabs#displayAllRelevantItems to call the super method and then sort the list.
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LivingDeathEvent not firing on servers?
Minecraft is a client-only class, you can't access it from common code. There is no "the player" on the server, there are multiple players. Which one are you tracking the stats of? Don't compare players by name, compare them by UUID.
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[1.10][Solved] Tile Entity Synchronization
World#isRemote is true on the client and false on the server.
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[1.9.4] How to put gloss on the block?
I don't understand what you're asking. Do you mean "Is there any way to render a fullbright model without making the block emit light?"? I don't think it's possible with a baked model, but it's probably possible if you use a TileEntitySpecialRenderer . I don't know enough about OpenGL to help you with that.
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Looking for a 1.10.2 anti-greifing mod
No problem. I just found it by browsing the Server Utility section of Curse, so I'm not sure how well it works.
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