Everything posted by Moritz
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Need help with making mod
why don't you delete the recipes of the wooden tools? Would that help? If yes do not say i do not know how that works. Search for terrafirmacraft at github. They have a function that called RemoveRecipe in their Class: TerraFirmaCraft and if you copy this function into your mod it have to look like this when you use it: RemoveRecipe(new ItemStack(Block.brick, 1));
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Need help with making mod
why don't you delete the recipes of the wooden tools? Would that help? If yes do not say i do not know how that works. Search for terrafirmacraft at github. They have a function that called RemoveRecipe in their Class: TerraFirmaCraft and if you copy this function into your mod it have to look like this when you use it: RemoveRecipe(new ItemStack(Block.brick, 1));
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Redstone is buggy!
- Redstone is buggy!
- Redstone
i already made a thread about this problem but here i go again^^ Redstone problem = B = My Block A = another Block R = Redstone S = Output R(S) A B R S but i want it like this: R(S) B A(S) R My block needs an extra block to make a redstone signal^^ That sucks I mean its the effect at buildcraftpipes but reversed!- Redstone
i already made a thread about this problem but here i go again^^ Redstone problem = B = My Block A = another Block R = Redstone S = Output R(S) A B R S but i want it like this: R(S) B A(S) R My block needs an extra block to make a redstone signal^^ That sucks I mean its the effect at buildcraftpipes but reversed!- OreDictionaryList?
Is There a OreDictionary List with every OreName?? if not that would be an idea for a thing like: "Unoffical Block/ItemID List"- [FORGE] 1.5.1 Crafting With Damaged Items In Recipes
I also have a hint for you. never make too much forloops! Why. I made with forloops about 2 Mio recipes. and then after coding i tried to craft a workbench and the framerate goes down to 6 everytime i put a Item/Block in the craftingmatrix! This lagging starts at 100k recipes! (Tested!)- IInventory things
Ok. But for learning is my way good enough. And bevor i change something i let it like this! Can you explain me why my redstone signal does not work korrectly? Because i only want that it powers a block above it. but now its powering the block above it + 1. why does he doing that? Thread is: Redstone is buggy! I made pictures of that. Than you will see what i mean.- Redstone is buggy!
- IInventory things
Sorry but your way is wrong! I made some kinda thing like this and it always detect the last slot! and every other slot will not detected! I do not talking this because i think i am better than you. I say that because i got the result out of it! And you know much more than me.- IInventory things
ok. Sloved. To detect if the chest is full or empty here the code: private ItemStack[] yourstack; private int inventorysize; private boolean isFull = false; private boolean isEmpty = true; private boolean chestfulldetect[] = new boolean[9]; private boolean chestemptydetect[] = new boolean[9]; public TileTestChest(int i) { yourstack = new ItemStack[i]; inventorysize = i; } public void updateEntity() { for(int i = 0; i < getSizeInventory(); i++) { if (getStackInSlot(i) != null && getStackInSlot(i).stackSize == Math.min(getInventoryStackLimit(), getStackInSlot(i).getMaxStackSize())) { this.chestfulldetect[i] = true; } else chestfulldetect[i] = false; if(getStackInSlot(i) == null) { chestemptydetect[i] = true; } else { chestemptydetect[i] = false; } } if(inventorysize == 1) { if(chestfulldetect[0] == true)isFull = true; else isFull = false; if(chestemptydetect[0] == true)isEmpty = true; else isEmpty = false; } else if(inventorysize == 2) { if(chestfulldetect[0] == true && chestfulldetect[1] == true)isFull = true; else isFull = false; if(chestemptydetect[0] == true && chestemptydetect[1] == true)isEmpty = true; else isEmpty = false; } else if(inventorysize == 3) { if(chestfulldetect[0] == true && chestfulldetect[1] == true && chestfulldetect[2] == true)isFull = true; else isFull = false; if(chestemptydetect[0] == true && chestemptydetect[1] == true && chestemptydetect[2] == true)isEmpty = true; else isEmpty = false; } else if(inventorysize == 4) { if(chestfulldetect[0] == true && chestfulldetect[1] == true && chestfulldetect[2] == true && chestfulldetect[3] == true)isFull = true; else isFull = false; if(chestemptydetect[0] == true && chestemptydetect[1] == true && chestemptydetect[2] == true && chestemptydetect[3] == true)isEmpty = true; else isEmpty = false; } else if(inventorysize == 5) { if(chestfulldetect[0] == true && chestfulldetect[1] == true && chestfulldetect[2] == true && chestfulldetect[3] == true && chestfulldetect[4] == true)isFull = true; else isFull = false; if(chestemptydetect[0] == true && chestemptydetect[1] == true && chestemptydetect[2] == true && chestemptydetect[3] == true && chestemptydetect[4] == true)isEmpty = true; else isEmpty = false; } else if(inventorysize == 6) { if(chestfulldetect[0] == true && chestfulldetect[1] == true && chestfulldetect[2] == true && chestfulldetect[3] == true && chestfulldetect[4] == true && chestfulldetect[5] == true)isFull = true; else isFull = false; if(chestemptydetect[0] == true && chestemptydetect[1] == true && chestemptydetect[2] == true && chestemptydetect[3] == true && chestemptydetect[4] == true && chestemptydetect[5] == true)isEmpty = true; else isEmpty = false; } else if(inventorysize == 7) { if(chestfulldetect[0] == true && chestfulldetect[1] == true && chestfulldetect[2] == true && chestfulldetect[3] == true && chestfulldetect[4] == true && chestfulldetect[5] == true && chestfulldetect[6] == true)isFull = true; else isFull = false; if(chestemptydetect[0] == true && chestemptydetect[1] == true && chestemptydetect[2] == true && chestemptydetect[3] == true && chestemptydetect[4] == true && chestemptydetect[5] == true && chestemptydetect[6] == true)isEmpty = true; else isEmpty = false; } else if(inventorysize == { if(chestfulldetect[0] == true && chestfulldetect[1] == true && chestfulldetect[2] == true && chestfulldetect[3] == true && chestfulldetect[4] == true && chestfulldetect[5] == true && chestfulldetect[6] == true && chestfulldetect[7] == true)isFull = true; else isFull = false; if(chestemptydetect[0] == true && chestemptydetect[1] == true && chestemptydetect[2] == true && chestemptydetect[3] == true && chestemptydetect[4] == true && chestemptydetect[5] == true && chestemptydetect[6] == true && chestemptydetect[7] == true)isEmpty = true; else isEmpty = false; } else if(inventorysize == 9) { if(chestfulldetect[0] == true && chestfulldetect[1] == true && chestfulldetect[2] == true && chestfulldetect[3] == true && chestfulldetect[4] == true && chestfulldetect[5] == true && chestfulldetect[6] == true && chestfulldetect[7] == true && chestfulldetect[8] == true)isFull = true; else isFull = false; if(chestemptydetect[0] == true && chestemptydetect[1] == true && chestemptydetect[2] == true && chestemptydetect[3] == true && chestemptydetect[4] == true && chestemptydetect[5] == true && chestemptydetect[6] == true && chestemptydetect[7] == true && chestemptydetect[8] == true)isEmpty = true; else isEmpty = false; } }- Redstone is buggy!
Nobody know how redstone work? Here a pickture how my works: https://www.dropbox.com/s/l6iwpz4ikj9nu1m/Redstonenot%20working.bmp and this is how i want to get it to work!: https://www.dropbox.com/s/zw0pxuidp48kcl1/Redstone%20working.bmp does anybody know what i am doing wrong?- IInventory things
solved. Only my redstone is buggy but then ill finish my mod- IInventory things
next problem . I am using for loops to check the inventory (if it is full) but it only checks the last slot so what is the problem? code: @Override public void updateEntity() { for(int i = 0; i < getSizeInventory(); i++) { if (getStackInSlot(i) == null || getStackInSlot(i).stackSize < Math.min(getInventoryStackLimit(), getStackInSlot(i).getMaxStackSize())) { isFull = false; } else { isFull = true; } if (getStackInSlot(i) != null) { isEmpty = false; } else { isEmpty = true; } } }- [1.4.7]Packet Handler
- [1.4.7]Packet Handler
Sorry for being stupid. but what are you mean with static?- [1.4.7]Packet Handler
Sorry for being stupid. but what are you mean with static?- [1.4.7]Packet Handler
I only want to make 19 differend chest. I want that all have facing. Also 10 of them giving a redstonesignal when their full or empty. And i want (and this is the most important thing) that they work seperate. And nothing does really work! The act as 1 Block. with facing, with redstone signal. that sucks! So again how can i make that that they do not share their informations with each other type of chest. if they share their information with client / server that would not my problem but they share it with every tileentity which is inside of the block!- [1.4.7]Packet Handler
You will have to do that. There are 2 chests. One client, one server. The server one tells the client one what the data is. I meant when i place two tiny chest i the near of each other that these have the same facing (when i place the first one at the north and the other one into the south) thats my problem. Also every time i place the any kind of block the facing go automaticly to 0 which means down. that sucks. maybe it would be better that use more block ids but do not have these f.....g bugs.- [1.4.7]Packet Handler
ok then tell me what i have to do how i can store these informations: integer: facing. integer: stacksize. boolean: isFull. boolean: isEmpty. boolean: stacksize going up boolean: stacksize going down. So how can i store these informations. without that any chest tell her informations to annother chest?- [1.4.7]Packet Handler
Hello. I got the problem with the facing and it is not fixed. and i think that i will need for all this a packet handler. First the facing does not work with this code: https://github.com/Speiger/DynamicTools/blob/master/spmod_common/speiger/src/tinychest/common/tileentity/TileEntityBasicTinyChest.java Also i need here 3 booleans and 2 integer here, 1 for facing and the other one for the stacksize Source: https://github.com/Speiger/DynamicTools/blob/master/spmod_common/speiger/src/tinychest/common/tileentity/TileEntityAdvancedTinyChest.java so how can i make a packet handler can someone explain me that?- [1.4.7] Redstone energycell, RedpowerBatterieBox and the batterie out of fs.
Ok. thanks you two for answering. That things store their information in NTB is not my problem i do want to know how to transver it. But that shouln't be to hard to find out. I' ll look at the source at mecanism. Also A quote For myself its no problem to get the sourcecode out of redpower . And every sourcecode free- [1.4.7] On Death (EntityPlayer)
how to detect exp is easy but how can i detect that it is fullmoon?- Redstone is buggy!
Ok i explaine it again. I made a Chest. Which if (it is active) create a redstone signal on the top. and when its deactive it creates a Signal on the bottom. Now the problem is it does need a block between it! but i want to make it like a redstone torch,repeater, presureplate, button, lever. So how can i fixing it? - Redstone is buggy!
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