
shadoskill
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Everything posted by shadoskill
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I can't seem to find much about it, or I just don't know exactly what to look fore.
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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
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[SOLVED] Not Enough Items in 1.7.10 eclipse.
shadoskill replied to shadoskill's topic in Modder Support
Thank you! That solves the issue, would not have thought to look there to be honest. -
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
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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.
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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
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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.
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Block Lighting issue with ISimpleBlockRenderingHandler
shadoskill replied to shadoskill's topic in Modder Support
Been a few days, still not 100% sure of the cause -
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.
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[1.7.2] Textures not displaying in final mod [RESOLVED]
shadoskill replied to Theoretikos's topic in Modder Support
For me at least "gradlew build" does not put the assets folder in the jar, that might be your issue? -
Thanks for that, didn't even notice the LightOpacity in the gif lol. But it turns out setting that made the blocks ignore light and stay dark. So thats not really a issue leaving them were light can pass. Its no were near perfect brightness slightly off still in direct sunlight but I can live with that.
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So I managed to fix the crash by removing "renderer.renderStandardBlock" and doing all the faces separately. Now the only last issue is its dark in my hand, and this its real wonky in world. https://dl.dropboxusercontent.com/u/21990361/16d6c8294246cdc5273d0e647d6045f4.gif https://dl.dropboxusercontent.com/u/21990361/ed7c1ff2defea1f3018a8f1e6419dd94.gif I can fix this by putting "Tessellator.instance.setBrightness(255);" but then that makes the ore stand out in darkness.
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Thanks! I actually understood that easier than I thought, took me a bit to figure out what did what. I am not sure why but I am now getting a crash it seems when my overlayed blocks are generated now, it all worked before I changed the blocks. Spawning them in creative superflat they seem to be working, but default world type crash on world load, and disabling my generation code stopped it. I am loading the Renderer code before all of the world stuff. Crash report.
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It renders nothing when you return true in shouldRender3DInInventory because you don't have anything in your method renderInventoryBlock You need to return true, but also do your own render inside inventories with renderInventoryBlock So just going out on a limb here and ask, is there a simple way to make it render like a vanilla block does in inventory or do I have to go learn about Tessellator and GL11?