Everything posted by Ronaldi2001
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Custom Chest
Since it looks like I can't change the amount of items in a stack is there a way to see how many items are in the complete inventory to see how full the chest is?
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Custom Chest
I created my custom chest but I want it to hold more than 64 items in one slot, is there a way to do that? Changing the getInventoryStackLimit() to a higher number doesn't change anything and keeps it at 64. Also I would like to remove the number that is over the item and just have the number of items in a slot be in a tooltip, is this possible? Thank you in advanced!
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Crafting Container Item
How do I create a random number without it saving and it keeps running?
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Crafting Container Item
So I have this for the the percentage, how would I make it so that it makes a new number when the item is being crafted and not just on the world startup? I made it a string so that I could see the number that it was generating. int min = 1; int max = 10; Random r = new Random(); int i1 = r.nextInt(max - min + 1) + min; String SNumber = String.valueOf(i1);
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Crafting Container Item
Hi, I want to have a crafting recipe have a container item, but I want it only to be a container item 10% of the time its used tot craft. If its possible how would I start this? Thank you!
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SOLVED 1.9.4 Checking if another mod is present
I am trying to see if JEI is installed and one of my other mods is installed this is what I have right now. I am loading it in postinit. It isnt saying true even tho I have one of the mods loaded. package ronaldi2001.MoreMetals.Main; import java.util.logging.Level; import net.minecraftforge.fml.common.Loader; public class ModsLoaded { public static boolean justenoughitemsInstalled; public static boolean moreitemsInstalled; public static void modloaded() { justenoughitemsInstalled = Loader.isModLoaded("Just Enough Items"); moreitemsInstalled = Loader.isModLoaded("More Items"); } }
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[Unsolved] Rendering 1.7.2 to 1.10.2
My problem is there are no pipes in vanilla. I looked at block that could be the same like panes but they don't even use tessellator.
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[Unsolved] Rendering 1.7.2 to 1.10.2
I am following a tutorial and it uses tessellator.instance but it doesn't work is there something that I have to do to make it work prior or did they just change the code.
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[1.10] [UnSolved] Power Pipes
I don't want you to do it for me I just want help on how to do it.
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[1.10] [UnSolved] Power Pipes
I want to add pipes to my mod that carry power around. I want them to use my own power unit(Not named yet) but they also can convert between EU, RF, and my power unit. I would like the pipes to automatically export power and automatically input power. Thank you for your help!
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[Solved] [1.10.2] Creative Tab
Screw you pal. First of all you only said to put them in order you werent the one who said to start a new world
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[Solved] [1.10.2] Creative Tab
I started a new world and now all my items in all my tabs are in the order that I want. Thank you all!
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[Solved] [1.10.2] Creative Tab
I already have them in order in my class that doesnt help
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[Solved] [1.10.2] Creative Tab
What super method do you call im confused
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[Solved] [1.10.2] Creative Tab
How do I start the list?
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[Solved] [1.10.2] Creative Tab
I have item in my creative tab that I made but they are in a random order. How can I set the order that I want the items in the creative tab?
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[Solved] [1.10.2] OreDict Detection
Thank you so much. I'm so stupid when I saw what you said I slapped my head.
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[Solved] [1.10.2] OreDict Detection
Where exactly does the ore dict name go??
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[Solved] [1.10.2] OreDict Detection
Is there a way to detect if an ore dictionary name is being used within the game. ex: if "ingotCopper" was in the game turn on a specific recipe
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[Solved] [1.10.2] Multi Tool
Thank you so much!! this helped me out. Is there anything that you would like me to link to, to give you a special thanks?
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[Solved] [1.10.2] Multi Tool
I have a multi too in my mod it always works some what but the axe part of it didn't work. So I changed some of my code and the axe breaks some things but not all. It breaks planks, logs, ext. It doesn't break Crafting Tables, fences, stairs, ext. This is the code i'm using. Help for fixing it is appreciated! package ronaldi2001.MoreItems.tools; import java.util.List; import java.util.Set; import com.google.common.collect.ImmutableSet; import com.google.common.collect.Sets; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Blocks; import net.minecraft.item.Item; import net.minecraft.item.ItemAxe; import net.minecraft.item.ItemPickaxe; import net.minecraft.item.ItemSpade; import net.minecraft.item.ItemStack; import net.minecraft.item.ItemSword; import net.minecraft.util.text.TextFormatting; import net.minecraft.world.World; import net.minecraftforge.client.event.sound.PlaySoundEvent; import net.minecraftforge.fml.common.registry.GameRegistry; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import ronaldi2001.MoreItems.ColorfulText; import ronaldi2001.MoreItems.init.MoreItemsTools; import ronaldi2001.MoreItems.main.MoreItems; public class UltimateDemolisher extends ItemPickaxe { public UltimateDemolisher() { super(MoreItemsTools.ULTIMATETOOLS); this.setUnlocalizedName("ultimate_demolisher"); this.setCreativeTab(MoreItems.tabMoreItems); this.setRegistryName("ultimate_demolisher"); GameRegistry.register(this); damageVsEntity = 99.0F; attackSpeed = 6.0F; } @SideOnly(Side.CLIENT) public void addInformation(ItemStack itemstack, EntityPlayer player, List datalist, boolean bool){ datalist.add(TextFormatting.YELLOW + "Pickaxe, Shovel, Axe, and Sword"); datalist.add(TextFormatting.YELLOW + ColorfulText.ultimate("No Durability")+TextFormatting.RESET+""); } @Override public boolean hasEffect(ItemStack par1ItemStack) { return true; } @Override public Set<String> getToolClasses(ItemStack stack) { Set<String> set = Sets.newHashSet("pickaxe"); set.add("axe"); set.add("shovel"); return set; } }
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[UnSolved] [1.9.4] Multi Tool
I am not messing with mob drops and I am using other mods but when I use a normal sword I get mob drops.
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[UnSolved] [1.9.4] Multi Tool
I tried many times for all mobs but when I attack a modded mob I get drops on the first time.
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[UnSolved] [1.9.4] Multi Tool
When I kill a mob it doesn't drop anything.
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[Solved] [1.9.4] Text Formatting
I have items in my mod that have durability and I wanted to get the durability of the item and return it in a tool tip (Text Formatting). This is what ic2 does for their cutters and forge tool. I liked the idea and I wanted to add it to my mod but I cant figure out how to do it.
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