Everything posted by ovikk
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Please Check My Code for ERRORS regarding custom WorkBench[UNSOLVED]
Take a look at the vanilla crafting table. The crafting manager is responsible for crafting recipes. The ContainerWorkbench is responsible for the GUI to load, and the GuiWorkbench is responsible for displaying the GUI on screen. You'd also want the BlockWorkbench and InventoryCrafting classes. I think thats all the classes.. Might have missed some. Good Luck!
- Gun mod fatal error
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[1.8] WorldSavedData Not Saving
You don't appear to be doing anything wrong.. Where to do you grab the WorldSaveData? Also... why are you using UUID?
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[1.7.10] ItemStack saving question
Look in the TileEntityFurnace if you're stuck at how to process stuff. It's where I learned how to do it.
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More than 45 slots in the gui.
Why do you store 60 slots in your TileEntity when you only add 16 in your Container?
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Update IExtendedEntityProperties with packet handling (From gui)
Have you registered the packet? Where do you send the packet? If you need a proper way to get the EntityPlayer, check out coolAlias's packet handling tutorial: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/2137055-1-7-x-1-8-customizing-packet-handling-with What do you mean, packet handling doesn't work?
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More than 45 slots in the gui.
Inside the chest is more than 45 slots. 4x9 player's inventory and 6x3 inventory chest ... Are you saying you are storing the players inventory in your chest?
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Plant Generation
Look in the net.minecraft.world.gen.feature package. There is plant generation code there.
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More than 45 slots in the gui.
If you have an array of 45 slots, you cannot access slot 45 as there is no slot called that. The highest slot number is 44 as the first slot number is 0.
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[1.7.10] fontRenderer Error
That's 1.6 code. Don't use that unless you know what you are doing. Look in one of vanilla's guis. Compare the fontRender function in there with yours.
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gradlew build reobf failed java heap space
Gradle's run out of memory. You need to specify more. Open the gradlew file (with notepad++ or wordpad), and look around line 11. There should be a variable called DEFUALT_JVM_OPTS . Change that to something higher. 512M is 1/2 GB 1024M is 1 GB 2G is 2 GB and so on...
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[1.8] Entity ocassionally not in client's Chunk.entityLists & not rendering
Which entity? What do you mean? When you log out and in, the entity is not there?
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[1.7.10] ItemStack saving question
Try getting the NBTTagList by doing: NBTTagList list = nbt.getTagList("inventory", NBT.TAG_COMPOUND); Just a thought... Also, you're functions are not called when you enter the chunk? If so, have you registered your TileEntity? Then, place a breakpoint in the NBT functions, and debug it.
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[1.7.10] Custom trees
The best tutorial:
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[1.7.10] Stop view shaking when healing?
what do you mean view shakes? Is it like you get hurt whenever you heal? I've never experienced my view shaking when I heal in minecraft.
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[1.8] Issues with reloadable gun
No. I guess it would have an impact if somebody wanted to bridge over to your mod. Also, their are some stuff like, tabs before blocks and items, items and blocks before crafting recipes.. etc. And the different states do help prevent that. After all, you cannot use any of your items before the items have been instantiated.
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[1.8] Issues with reloadable gun
Yes, update the item the player is holding. It works yes, but the there is a reason to why there are different phases. If I remember correctly, preInit is registration, init is crafting recipes, forge hooks..., and postInit is bridging to other mods.
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[1.7.10] Custom trees
Check out the net.minecraft.world.gen.feature package. Lots of tree gen code there.
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[1.8] Issues with reloadable gun
You know there is a function called consumeInventoryItem, which just consumes the item. Also, items must be registered in the preInit . NOT the init phase. Now, the last most important thing is: you cannot store values inside your item classes. There are only one instance of every item, which makes every field in that class, static throughout all items in the game. Which means all items will reload at the same time. Not good... Do it with metadata instead. 0 equals no reload, 1 is reload. Got it?
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Is there a Forge hook to modify base classes?
That's not possible without editing base classes. You could do it with heavliy ASM maybe, but not recommended. Maybe you should make the mod without Forge, but maybe you should instead just ditch Minecraft and instead make a game about it, based on Minecraft. If you want to do this; you're mod will end up like Better than wolfs mod or Ather 2 . If you're going to edit base classes without forge, you're mod won't work with any other mod.
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Minecarft 1.7.10 mod i cant find how to make tree generatartion
Check out the net.minecraft.world.gen.feature package. There's a lot of tree generation code there.
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[1.7.10] Mod chest and Vault
Are you creating a plugin? Or is it a mod? If you're creating a mod, I'm afraid you cannot get the plugins to recognize your chest. Unless there is some secret mysterious way of doing it...
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[1.7.10] [SOLVED] LivingEvent problem
Why are you extending LivingEvent? And WHY are you placing the code in the constructor? You're event will only be called if you post it yourself, and you're probably not doing that. If you want your event to be called by forge, you need to create an EventManager class. You need to register this class at the correct bus in your preinit, in this case: MinecraftForge.EVENTBUS.register(new EventManager()); In your EventManager you need this function: @SubscribeEvent public void update(LivingEvent.LivingUpdateEvent event) { //YOUR RENDERING CODE GOES HERE } If this short tutorial made no sense, read jabelar's tutorial:
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Making Entity Un-Pushable
Dunno if this helps, but there's an attribute called knockback resistance
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Spawn Zombie With Armor
No. Where do you call your function?
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