Everything posted by Choonster
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[1.9.4] Creating an IInventory using a TileEntity
First, delay the removal of the TileEntity until after Block#getDrops has been called (see Forge's patches to BlockFlowerPot for an example of this. Then override Block#getDrops to call the super method, add the inventory contents to the returned list and then return the list. I do this for my chest here, here and here. This splits the stacks randomly to mimic the InventoryHelper.dropInventoryItems method used by vanilla inventories.
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[1.9.4] Creating an IInventory using a TileEntity
First, delay the removal of the TileEntity until after Block#getDrops has been called (see Forge's patches to BlockFlowerPot for an example of this. Then override Block#getDrops to call the super method, add the inventory contents to the returned list and then return the list. I do this for my chest here, here and here. This splits the stacks randomly to mimic the InventoryHelper.dropInventoryItems method used by vanilla inventories.
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[1.7.10][Solved-ka] TileEntity "Ticking block Entity"
Read the stacktrace, something was null on line 16 of TileEntityHolyStone . If you can't figure out what was null , set a breakpoint in the method and step through it in a debugger.
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[1.7.10][Solved-ka] TileEntity "Ticking block Entity"
Read the stacktrace, something was null on line 16 of TileEntityHolyStone . If you can't figure out what was null , set a breakpoint in the method and step through it in a debugger.
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[1.9.4] Crashing immediately upon clicking play
How are we meant to know what the problem is now if you don't post the new log?
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[1.9.4] Crashing immediately upon clicking play
How are we meant to know what the problem is now if you don't post the new log?
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[1.7.10] Server Crash RR3
It looks like AnimationAPI is trying to access a client-only class on the server, this is an error. Make sure you're using the latest version, then report this to the author if it persists. They may or may not be making fixes in 1.7.10 at this point.
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[1.7.10] Server Crash RR3
It looks like AnimationAPI is trying to access a client-only class on the server, this is an error. Make sure you're using the latest version, then report this to the author if it persists. They may or may not be making fixes in 1.7.10 at this point.
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[1.9.4] Creating an IInventory using a TileEntity
I don't quite understand. The writeToNBT method in the TileEntity super class returns void, and there is no eventReceived method in the Block class... I think you're using 1.9, not 1.9.4 as your title says. The changes I mentioned were made in 1.9.4. The OP is doing this in their latest code.
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[1.9.4] Creating an IInventory using a TileEntity
I don't quite understand. The writeToNBT method in the TileEntity super class returns void, and there is no eventReceived method in the Block class... I think you're using 1.9, not 1.9.4 as your title says. The changes I mentioned were made in 1.9.4. The OP is doing this in their latest code.
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[1.9.4] Creating an IInventory using a TileEntity
I copied your code into a fresh 1.9.4-12.17.0.1922-1.9.4 MDK, updated it to 1.9.4 (made TileEntityRedChest#writeToNBT return NBTTagCompound , renamed BlockRedChest#onBlockEventReceived to eventReceived and CreativeTabs.tabBlock to [TT]CreativeTabs.BUILDING_BLOCKS[/TT]) and hoppers could put items in and take items out without issue.
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[1.9.4] Creating an IInventory using a TileEntity
I copied your code into a fresh 1.9.4-12.17.0.1922-1.9.4 MDK, updated it to 1.9.4 (made TileEntityRedChest#writeToNBT return NBTTagCompound , renamed BlockRedChest#onBlockEventReceived to eventReceived and CreativeTabs.tabBlock to [TT]CreativeTabs.BUILDING_BLOCKS[/TT]) and hoppers could put items in and take items out without issue.
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Help With Clonecraft Image Included
That's the correct log, but I can't see any obvious errors.
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Help With Clonecraft Image Included
That's the correct log, but I can't see any obvious errors.
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[1.8.9] [UNSOLVED] Tile Entity Rendering
TileEntitySpecialRenderer Use World#getBlockState to get the current state and IBlockState#getValue to get the facing from that state.
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[1.8.9] [UNSOLVED] Tile Entity Rendering
TileEntitySpecialRenderer Use World#getBlockState to get the current state and IBlockState#getValue to get the facing from that state.
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Help With Clonecraft Image Included
That's not the full FML log. Upload the file called fml-client-latest.log in the logs folder of your Minecraft directory to Gist and link it here.
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Help With Clonecraft Image Included
That's not the full FML log. Upload the file called fml-client-latest.log in the logs folder of your Minecraft directory to Gist and link it here.
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Help With Clonecraft Image Included
Nobody said anything about crash reports. We want the FML log.
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Help With Clonecraft Image Included
Nobody said anything about crash reports. We want the FML log.
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Help With Clonecraft Image Included
There is always a log, even when nothing goes wrong. Upload the FML log (logs/fml-client-latest.log) to Gist and link it here.
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Help With Clonecraft Image Included
There is always a log, even when nothing goes wrong. Upload the FML log (logs/fml-client-latest.log) to Gist and link it here.
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[1.9.4] Creating an IInventory using a TileEntity
RedChestBlock#createTileEntity creates a new CrateTileEntity , not a RedChestTileEntity . Side note: The standard naming convention used by MCP (in vanilla code) and most mods is to have the parent class as a prefix rather than a suffix (e.g. TileEntityRedChest , not RedChestTileEntity ). I'd recommend following this convention, though it's not required.
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[1.9.4] Creating an IInventory using a TileEntity
RedChestBlock#createTileEntity creates a new CrateTileEntity , not a RedChestTileEntity . Side note: The standard naming convention used by MCP (in vanilla code) and most mods is to have the parent class as a prefix rather than a suffix (e.g. TileEntityRedChest , not RedChestTileEntity ). I'd recommend following this convention, though it's not required.
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[1.7.10] Create a block texture when loading resources
If you're just recolouring a greyscale texture with a single colour, you don't need to generate a texture. Simply override Block#getBlockColor , Block#getRenderColor and Block#colorMultiplier . If the colour should be determined at runtime, store it in a field.
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