
ovikk
Forge Modder-
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Everything posted by ovikk
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Take a look at the BrewPotionEvent . It's in net.minecraftforge.event.brewing package.
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Are you running to different versions of forge?
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Have you registered your item? And do you call the registerRenders() in your proxy or your main class? (Please say client proxy...)
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Yes, and where do you send the packets? Also, why are your packed ids 2 and 4?
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OK, debug the code. I edited the post above, read again. Also this must be added to your container: http://www.minecraftforge.net/forum/index.php/topic,35346.msg186201.html#msg186201 To avoid the time and tears later, when you need to sync data between the server and the client
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Crash log? Container? Also: Do you know what getPowerScaled() should do? If not, read the TileEntityFurnace code more carefully. You are doing the getPowerScaled() function wrong.
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Then you need the EntityPlayer and the World as arguments in your function.
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Working with custom tools with special abilities
ovikk replied to BHGgaming's topic in Modder Support
Every event that is an instance of BlockEvent has a BlockPos which stores the coordinates. BlockEvent also has tha IBlockState. You can get the block from an IBlockState by adding .getBlock(). -
Where do you send the packet? Have you registered the packet? What do you mean reloading works, but not shooting? You should get the EntityPlayer the way coolAlias does it: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/2137055-1-7-x-1-8-customizing-packet-handling-with
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[1.7.10] Is there any way to get the location of an ItemStack?
ovikk replied to PrincessRTFM's topic in Modder Support
Do you have access to the charger recipes? If so you could just add a charger recipe. -
No. A boolean has two possible states. A facing property has 4 possible states. 2 * 4 is 8. So, 8 possible states. 8 is less than 16, right, no? To convert this to metadata you only need this: public int getMetaFromState(IBlockState state) { return state.getValue(ACTIVE) ? state.getValue(FACING).getIndex() + 4 : state.getValue(FACING).getIndex(); } Where the first four metadata are the non-active form, and the last 4 are the active. I think hou can figure out the getStateFromMeta() funtion with this as an example
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You're calling setHarvestLvl() after the setBlockTextureName() with a dot. Not good. It should be like this: this.setHarvestLvl(CODE); NOT this.setBlockTextureName(CODE).setHarvestLvl(CODE); Btw, why do you want material iron? If you want the step sound, you can get it from soundTypeIron in setStepSound(); Material iron sets the harvest lvl to pickaxe..
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This probably has nothing to do with the cause, but you forgot to modify the code in getMetaFromState() and getStateFromMeta(); They only support the facing direction and not the active boolean property.
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I'm not into that sort of thing. Not sure Fred is either. I'm great at typing.
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Code is correct after my inspection.. Show us your model file. Sounds like you messed up on the pictures.
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Minecraft 1.7.10 Ore Generation Problems. [Modding]
ovikk replied to jameshyland's topic in Modder Support
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I think there is a word missing here. Oh my gosh, Oops! My typing was a little fast. It was supposed to be *how*.
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Out of mere curiosity; HOW do you get a SSL certificate? EDIT: added a word
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Thanks for the clear answer! I'll try doing this at this! This was the advice I was looking for! Thank you RANKSHANK, jabelar, and jeffryfisher. Anybody else who wish to provide some advice, feel fred free. I'm sticking with RANSKSHANK's idea. EDIT: Fixed spelling issue.
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The OP said he didn't have a SSL certificate
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Make your mod have many secret passcodes sent with the messages. When the server gets the message, the server should then check if the passcode maches some decrypted versions stored. That way you can check if the sender is your mod. Encrypt the entire message. That way, people can't see what you're sending in the package, and create their own packages out of that. You should also send in the message, the location, where, when, and why the message was sent. Then check that data with your data, and see if it should update its content.
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Yes, you'll have to create a TileEntity and follow jabelar's steps as he mentioned
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That's a really good idea... Schedule updates: use a tickhandler and feed them into a list and update it's entries to try to prevent update locks. You'll have to throttle the maximum number of entries run through per tick So I create a giant Map, store it in the world, and check every chunckcoord for a neighbor blockupdate every scheduled update? Won't that cause serious lag?
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How would I check if the neighbor chunk as updated it's gas value?
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I was planning on having the spread and gas storage, per chunkwise like jabelar suggested as that seemed to be a reasonable way to do it. I guess that would lower the memory and cpu cost.