
Davidobot
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Everything posted by Davidobot
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I did, I couldn't find it.
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Ok, but it disappears every time I craft something. Is there a way how to prevent it from going into my inventory every time? Example: The minium stone from EE3.
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So inside my item class? EDIT: Nevermind, just put it after the declaration like so: metalConvert.setContainerItem(metalConvert);
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Yup. I just tried it, it didn't work: metalConvert = new portableMagik(metalID).setMaxStackSize(1).setCreativeTab(MagikTab).setIconIndex(0).setItemName("MetalConvert").setContainerItem(metalConvert); So basically it should turn iron into copper, but when I craft with it, it uses it up.
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So if I set it as the item it should give me back the item after crafting?
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How would I go about having an item being used in a recipe, but so that I get to keep the item after the crafting. Example: Buckets in cake recipes.
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I tried to do that with a block, it didn't work.
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Well, like diesieben07 said you need to make a class that implements EntityItemPickupEvent.
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Have you tried this tutorial yet? http://www.minecraftforge.net/wiki/How_to_add_an_Achievement
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After doing that, what should I do?
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Ok, I'll try that asap.
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So I have a block which opens a GUI just fine, but when I implement that into an item it doesn't open! Any ideas? Item Class: package mod.Item; import mod.MagikBase; import mod.lib.GuiIDs; import mod.proxy.CommonProxy; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class portableMagik extends Item { public portableMagik(int par1) { super(par1); // TODO Auto-generated constructor stub } @Override public String getTextureFile() { return CommonProxy.ITEMS_PNG; } @Override public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer entityplayer) { entityplayer.openGui(MagikBase.instance, GuiIDs.CRAFTER, entityplayer.worldObj, (int) entityplayer.posX, (int) entityplayer.posY, (int) entityplayer.posZ); return par1ItemStack; } }
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Can you tell me how to make a model class. I'm an absolute noob when it comes to models.
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Can someone point me to a relatively short and clear tutorial about how to implement models from Techne into Forge.
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Use animations and check out Minecraft's liquid code.
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I think if you made it with the BC API it will be, otherwise I'm not too sure. Wait, didn't the forge team make the liquid API universal? If so it should work with tanks.
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Thank you.
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I guess you are testing within Eclipse, this just means that it didn't find the file. It should work if you compile it and out the textures in the right place. As for the Eclipse texture you need to put them in a special place in the folder, though I don't remember witch folder it was.
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What function does an item call when it is right-clicked?
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That was helpful I didn't realize that tutorial was updated. This is a really noob question: How do you create a TileEntity that implements IInventory? EDIT: Nevermind. How do I exactly make a GUI image for exactly that inventory?
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Have you tried using Techne? It's a modeling program for costum minecraft blocks.
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Does anyone know an up-to-date tutorial about how to make something like a chest but with less spaces or a chest with more spaces?
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Is it possible to use specific spawn eggs in crafting and stuff. And is it possible to change mob drops without altering the original code?