Everything posted by Choonster
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Summon entity on right click block
Override Block#onBlockActivated to do something when the Block is right clicked. Use EntityPlayer#getHeldItem to get the player's held item. To spawn an Entity, check if it's the server (world.isRemote is false), create the Entity object and then call World#spawnEntityInWorld.
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Minecraft Forge Modding 1.8 Problem - Textures Mix
In that screenshot, you're calling registerRender with the non-existent item variable. What I'm telling you to do is change the code inside the registerRender method to use the item argument.
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Minecraft Forge Modding 1.8 Problem - Textures Mix
From your PM: public static void registerRenders() { registerRender(Small_Flint); registerRender(Twigs); } This part is correct, but inside the registerRender method you should use item instead of Small_Flint or Twigs.
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[1.8] NetworkDispatcher exception on Multiplayer only
I'm pretty sure the error is because your SimpleNetworkWrapper channel name exceeds the maximum length of 20.
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[17.10]Custom Biome filling with own stone
genBiomeTerrain is only called by genTerrainBlocks, the latter is the method called by ChunkProviderGenerate to generate the terrain. Override genTerrainBlocks instead of genBiomeTerrain.
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Minecraft Forge Modding 1.8 Problem - Textures Mix
The crash report tells you exactly what went wrong: registerRenders requires an Item argument, but you tried to call it with no arguments. A method named registerRenders (which implies that it registers multiple things) shouldn't need an Item argument (since it should be registering models for multiple items, not just one).
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Minecraft Forge Modding 1.8 Problem - Textures Mix
Upload the contents of the crash report (crash-reports/crash-2015-07-27_18.47.15-client.txt) and your code to Gist and link them here. The part you've posted doesn't contain much useful information, I need to see the stacktrace to help you.
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Minecraft Forge Modding 1.8 Problem - Textures Mix
You still need to call registerRender with each Item field from registerRenders, but you should be using the item argument within registerRender instead of the fields.
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Minecraft Forge Modding 1.8 Problem - Textures Mix
Well post your code and the error, then.
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Minecraft Forge Modding 1.8 Problem - Textures Mix
Do you understand what a method argument is and how to use one? This is very basic Java knowledge. Instead of using Small_Flint or Twigs in registerRender, simply use item (the method's argument).
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Minecraft Forge Modding 1.8 Problem - Textures Mix
registerRender should only use its Item argument, it shouldn't use any of the Item fields.
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Minecraft Forge Modding 1.8 Problem - Textures Mix
registerRender should only register the model for its Item argument. registerRenders should call registerRender once for each Item to register the model for that Item.
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Texture Application Error
This is actually a bad idea since it has some unwanted side-effects. Use idea.module.inheritOutputDirs = true instead. And IntelliJ is not doing anything incorrectly, it's just following what gradle tells it to do. Thanks, I've replaced the previous code with this code in my mods.
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[1.8] [SOLVED] Fragile Blocks through detecting right click & Entities?
Which overload of onEntityCollidedWithBlock did you override? onEntityCollidedWithBlock(World, BlockPos, Entity) is only called for the Block under an Entity, onEntityCollidedWithBlock(World, BlockPos, IBlockState, Entity) is called for any Block that an Entity collides with. For an Entity to collide with your Block on any given side, its bounding box needs to be inset by at least 0.01 on that side.
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Texture Application Error
I'm not too sure what the issue is. Could you put your workspace on GitHub or a similar site and link it here? This .gitignore file will ignore any files that don't need to be tracked in your repository.
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Texture Application Error
Just putting it at the end of the file outside of any block should work. I have it in my mod's build.gradle here. You do have the texture in src/main/resources/assets/letsmod/textures/items/mapleLeaf.png, right?
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Texture Application Error
IntelliJ IDEA doesn't copy resources properly for Gradle projects by default. Add the following snippet to your build.gradle script to fix it. sourceSets { main { output.resourcesDir = output.classesDir } } Source
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[1.7.10]Axe that cuts whole tree.
Use Block#getMaterial to get a Block's Material or use Block#isWood to check if a Block is wood.
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[1.7.10] Integrating Forge Multipart into mod [Help with Gradle]
Do you have CCC and NEI in your Eclipse project anyway or are they missing? They may have been already been downloaded.
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[1.8] how do I use localization for more then blocks, creative taps and items?
You can use StatCollector.translateToLocal to translate a key (e.g. "translation.test.none") to the current language.
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[1.8] [Solved]Using shaders in workspace works fine but crashes when compiled?
Ah, I wasn't entirely sure what ObfuscationReflectionHelper was for. Thanks for informing me. ReflectionHelper won't automatically obfuscate/deobfuscate names for you, but it does let you provide both the MCP and SRG names of a field/method to save you the trouble of using reflection on both names individually.
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[1.8]How know if the player is steve or alex, forze change the player texture?
AbstractClientPlayer#getSkinType will return "slim" or "default" depending on whether the player is using the Alex or Steve skin type, respectively. To change a player's skin, call AbstractClientPlayer#getPlayerInfo using reflection to get the player's NetworkPlayerInfo then use reflection to set the NetworkPlayerInfo#locationSkin field.
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Error with proxys 1.7.10
Your @SidedProxy annotation doesn't match the actual location of your proxy classes. Namespaces are case-sensitive, com.Northcraft.mod is not the same as com.northcraft.mod.
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[1.8] [Solved]Using shaders in workspace works fine but crashes when compiled?
Which line is 150? Your reflection probably won't work on obfuscated clients since the method is present with its SRG name (EntityRenderer#func_175069_a) rather than its MCP (deobfuscated) name. FML's ReflectionHelper and ObfuscationReflectionHelper will help with this.
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[1.8] How can I get my custom MapGen structure to generate?
ChunkProviderGenerate has a fixed number of fields containing the vanilla structures to generate, but you can replace them with your own using InitMapGenEvent. You may be able to extend MapGenVillage to generate both vanilla villages and your own villages, but it would probably be a fairly hackish solution.
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