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BStramke

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Everything posted by BStramke

  1. Actually, this may just fix the issue with Panes, it wouldnt affect the Glass Blocks side Texture rendering. And it is doable with an AccessTransformer, but as i seen its not possible to remove final from methods yet (already posted that as issue).
  2. I'd like to be able to make the default Glass Blocks / Glass Panes act as if the neighboring Block was one of their own types. In case of the Panes it means that the default Panes should connect to Blocks i tell it to connect to. Also, Glass Block should not render their side when you are looking through your own Block. In my Mod i did it this way (replacing the class files as a coremod): https://github.com/BStramke/NetherStuffs/tree/master/src/common/net/minecraft/src its not perfect because i had to use addToSameBlockList(Block.glass.blockID); in my own Glass File, which should be done in the Glass Block (?), look at this file for further info: https://github.com/BStramke/NetherStuffs/blob/master/src/common/NetherStuffs/Blocks/NetherSoulGlass.java
  3. Actually, how to add the XP param to the Metadata Smelting? (MCP 7.18_pre1 & forge 6.0.0.328) I got it working: Just added this to the item (you could switch xp based on damage value then), just doesnt drop xp orbs: @Override public void onCreated(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { int var2 = par1ItemStack.stackSize; float var3 = 5; //Exp for 1 Item int var4 = 0; //contains calculated xp to process if (var3 == 0.0F) { var2 = 0; } else if (var3 < 1.0F){ var4 = MathHelper.floor_float((float)var2 * var3); if (var4 < MathHelper.ceiling_float_int((float)var2 * var3) && (float)Math.random() < (float)var2 * var3 - (float)var4) { ++var4; } var2 = var4; } else var4=(int) (var2*var3); par3EntityPlayer.addExperience(var4); }
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