
TheSeaOfSpace
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Everything posted by TheSeaOfSpace
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Hey there! I'm trying to add a block that takes a picture and stores that picture inside a block, and that block would have that picture as the image. The problem is, I'm unsure about how I should do this. Right now, the idea is rightclick on the block to open a gui. The gui would depict a say, 128x128 area that would be in front of the block. This would be the image used in the item. I would get this image through the pixel.get() method, assuming I can get it to work. I'd store the pixels in a 2D array, then- this is where I'm unsure of things- somehow make the blocks texture to 128x128. So my question is: Is this sound logic? Would this, in theory, be able to work? Is it possible to create a block with a texture other than the default 32x32 or 16x16 (whichever one it was)? Thanks much! Will update with code as time goes on.
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[1.7.10] Connected textures when certain conditions are met
TheSeaOfSpace replied to TheSeaOfSpace's topic in Modder Support
Indeed, that's the part I understand. But setting up the metadata,recognizing when the blocks should be placed and setting the textures accordingly completely evades me. I've never dealt with anything quite like this; going through other's source code isn't adding to my well of knowledge. (Even Galacticrafts! And I've been looking at the launchpad classes extensively!) Currently, all I've got is: http://pastebin.com/AXVBEFCe I don't suppose you've got any knowledge on this or sources I can use? -
[1.7.10] Connected textures when certain conditions are met
TheSeaOfSpace replied to TheSeaOfSpace's topic in Modder Support
That put textures on my block, so that's working now. But I still can't get manage to figure out how to get the correct textures and connect everything There must be a lot wrong with my logic in the code. -
[1.7.10] Connected textures when certain conditions are met
TheSeaOfSpace replied to TheSeaOfSpace's topic in Modder Support
Excellent, just what I needed! So, I've created a new block to handle all this. Registered all the icons (split the 64x64 into 16x16 sub-images), believe I set up metadata properly, however, I have no idea how to go about using getIcon() and such. I also believe that I should not be using the OnBlockPlacedBy method, but I could be incorrect. http://pastebin.com/txXeTgww -
[1.7.10] Change Block on Random Tick?
TheSeaOfSpace replied to TheSeaOfSpace's topic in Modder Support
I'm in awe that I missed that. Thanks! I solved the rest of it by myself, though! For anybody interested: here's what should be entered: @Override public void updateTick(World world, int x, int y, int z, Random ran) { super.updateTick(world, x, y, z, ran); world.setBlock(x,y,z, Blocks.clay); //Or whatever block you want } -
[1.7.10] Connected textures when certain conditions are met
TheSeaOfSpace replied to TheSeaOfSpace's topic in Modder Support
I hadn't thought of that. What I actually want is for that 4x4 block setup to have a new texture. So that each block will form that 64x64 texture down there in the bottom. Similarly to how many mods have seamless glass textures. -
Hey there! I'm trying to replace a block on a random tick. However, with every attempt I always come to a crash. I've got a good hold of Forge, and this confuses me greatly. Current code: http://pastebin.com/YGbabsXr I'm trying to change the block to another block called "FullGrapeVine". I don't think that should be incredibly helpful, but it's something. Thanks!
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Alright. This question sound familiar? I hope so. Unlike most projects, mines a bit more unusual. I'm trying to get it so that when these blocks (note- they are animated and multitextured)are put in a 4x4 position like so: (Code of block: http://pastebin.com/dJSEzxNi) When placed in this condition, I want these blocks to create a connected texture that like so: (64x64) One thing- I have absolutely no clue as to where to even begin. I've tried making my own rudimentary attempt, but alas, to no avail. Perhaps one more knowledgeable may be able to assist.
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Hey there! I was fiddling around with the super secret settings (under net.minecraft.client.shaders, I believe) and was wondering how I could I 'trigger' it when wearing an armor. So, I began researching and sifting through code (don't understand any of the shader code), but there were no tutorials- or really anything. I couldn't find any hooks. I'm decent at Java but this stumbled me. Does anybody have any clue as to how I can manage to do this?
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Hey there! I've recently begun working on adding mobs. I'm trying to create a method that changes the tracking range of the mob if the player nearest to it is shifting. Unfortunately, I've come across a roadblock. I can't seem to figure out how to get the player nearest the mob. I would try using "Minecraft.getMinecraft().thePlayer", but that's client side only. Suggestions? private static int trackingRangeDeterminer(){ int range = 0; Entity player; //<-- This is the problem. if(player.isSneaking()){ range=1; } if(!player.isSneaking()){ range=15; } return range; }
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Block with Inventory (and keeps it!) [1.7.10]
TheSeaOfSpace replied to TheSeaOfSpace's topic in Modder Support
OH MY GOD IT WAS SO OBVIOUS! Thanks m80! I'll go get to work. P.S. Merry Christmas, if you celebrate it -
Block with Inventory (and keeps it!) [1.7.10]
TheSeaOfSpace replied to TheSeaOfSpace's topic in Modder Support
Oh yeah, you could do it that way, too. ItemBlock calls a method to effectively recreate the TileEntity from the ItemStack NBT when placed, so as long as you got it in there correctly, then that would obviate the need for IEEP to store the inventory and you'd be able to store as many as you wanted. So many options! How would I go about doing that? And which method would that happen to be? Man, this seems to be a lot easier than I thought. -
Block with Inventory (and keeps it!) [1.7.10]
TheSeaOfSpace replied to TheSeaOfSpace's topic in Modder Support
Just a matter of preference really, and thanks! I'll go try it out! -
Hey there! I'm working on a mod that requires a backpack. I've created a tileentity, specialrenderer, model etc so it's not a regular block. What I'm trying to do is be able to place objects in the backpack (like a chest), be able to destroy it and keep the inventory, then when I place the pack again, it'll have the inventory it had when destroyed. It's proving to be a tremendous task. I've looked into hundreds of tut's and I've got absolutely no clue how to go about this. I don't even have the slightest hint as to where to start. Right now, I have just the tile I want to use. I know, this isn't much to go off of, but I'm literally clueless. I've never done anything with GUI's or Inventories, so this is all alien knowledge. Help would be much appreciated! I'll send any info/files needed.
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[1.7.10] How to add new Celestial Bodies?
TheSeaOfSpace replied to TheSeaOfSpace's topic in Modder Support
Ah, apologies, didn't catch that! I mean to add this in the vanilla world provider, not for a custom dimension. I believe that it's possible, however I'm unsure. I don't mess with this type of stuff usually. -
[1.7.10] How to add new Celestial Bodies?
TheSeaOfSpace replied to TheSeaOfSpace's topic in Modder Support
Perhaps I haven't been clear- I'm trying to add a new sun/moon animation. Ignore Galacticraft entirely, I was just providing context! How would I put a graphic into the sky? -
Hey there! My name is Chris, and this is my first post! Currently, I am working on an addon for Galacticraft that adds basic astronomy stuff. I've been looking at how to change the texture of the sun at certain times (same with the moon), but more importantly, I'm trying to add a milky way (through the use of texture) I've looked through both the World classes and the World Provider, as well as looked extensively online (Even looking through Blood Moon's source code)for a number of weeks, but to no avail. Thus bringing me here. So, my question is- How would I go about adding a new celestial body? Thanks much and please correct me if I'm posting incorrectly! -Chris