Jump to content

shadoskill

Members
  • Posts

    40
  • Joined

  • Last visited

Converted

  • Gender
    Male
  • Location
    The moon
  • Yahoo IM
    shadoskill
  • MSN Messenger
    shadoskill@hotmail.com
  • Personal Text
    Tigers!

shadoskill's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. I can't seem to find much about it, or I just don't know exactly what to look fore.
  2. So I have a working Connected Textures setup but its a pain to deal with, requiring 63 textures.... I am 90% sure there is a much easier way to do this, I am just not sure how
  3. Thank you! That solves the issue, would not have thought to look there to be honest.
  4. For the life of my I can't figure how to get Code Chicken Core and Not Enough Items to play nice with Forge and Eclipse for MC 1.7.10. After much google foo I have found I should place the dev CCC and dev NEI in my eclipse/mods folder, and in my lib folder as well. Doing so launching minecraft I get a popup asking me to "Select an mcp conf dir for the deobfuscator." so i look in my dev folder for conf none found so some more google foo later I saw a few people downloading MCP separately and selecting its conf folder I get a error of this http://pastebin.com/ntBJx1HY
  5. Iv tried a number of things, returning anything for extractEnergy dosen't change anything. As for the javadoc, unless this is what you are speaking of. /** * Remove energy from an IEnergyHandler, internal distribution is left entirely to the IEnergyHandler. * * @param from * Orientation the energy is extracted from. * @param maxExtract * Maximum amount of energy to extract. * @param simulate * If TRUE, the extraction will only be simulated. * @return Amount of energy that was (or would have been, if simulated) extracted. */ That doesn't help much at all, sure I understand what each one does but I can't get anything to output.
  6. I am trying to create a mod that will convert EU to RF, I know it can get unbalanced its for personal use. I can get my block to accept ic2 EU and store it just fine. I can get RF Cables from EnderIO to connect to my block, but I cant get it to output RF. Is there any form of tutorial for RF api that I could get a link to? This is my TileEntity http://pastebin.com/fmgN2KvS If its a case of me doing something wrong please let me know, its my first time working with mod api's
  7. Yeah the constructor was the cause of everything.. noob mistake there on my part. But everything is working now and I learned a few things that's all that matters!
  8. This is my item http://pastebin.com/cMLiUBgB and this is my EntityItem http://pastebin.com/03qpav3u
  9. Yeah I ended up with a entity item didn't need to really check who threw it, onUpdate checking if its in lava and preventing it from taking damage, and attackEntityFrom i got TnT working etc.. Now just trying to figure why when I throw the Item it looks like a stone block and it doesn't arc and travel a distance like vanilla items.
  10. So I managed to get it working with tnt or lava yay! The only issues are, It looks like stone, doesn't get consumed and when I toss it it goes straight up and doesn't arc like normal items.
  11. Been a few days, still not 100% sure of the cause
  12. Ahh I see thanks!, didn't know you could use "getItem().onItemUse" like that with other items. That was what I was missing.
  13. I am having the issue of the stone under layer isn't lighting correctly as seen here http://i.gyazo.com/341d4fec3ade37b1b1dd379288a510ab.png my ores are brighter then vanilla stone. This is my class for overlaying textures. http://pastebin.com/zXSByxrh A small other issue I have noticed is that all particles are shown behind my ores.
  14. That would work for vanilla only, I am wanting it to work with other mods aswell.
  15. Sorry I worded that bad, I can't figure how when I right click with my item have it plant the seed that is next to it in the hot bar in a area around me. The area bit I can do, and I can get what Item is next to mine in the hot bar.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.