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[Solved]Removing an item/block's creative tab
You don't understand. I'm not trying to remove a vanilla blocks creative tab; I'm trying to remove one of my own blocks creative tab. EDIT: Nvm. I was being stupid.
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[Solved]Removing an item/block's creative tab
The class I have created extends the Torch class, so it automatically inherits the original creative tab. I don't want to change my item's creative tab; I just want to remove it.
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[Solved]Removing an item/block's creative tab
Is there a way to remove an item from a creative tab? That is, keep an item from showing up in a creative tab?
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Maximum number of particles?
That's a lot of particles . Is that per mod?
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[1.8.8][solved, m8]Generating Reed-like plant
NAILED IT. It took me a little bit to realize that the boolean generate method inside WorldGenReed was set up identical to WorldGenMinable's generate method. I didn't try the fix until this morning though.
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[1.8.8][solved, m8]Generating Reed-like plant
So here's what I've found: Vanilla reeds use this method: public boolean generate(World worldIn, Random rand, BlockPos position) { for (int i = 0; i < 20; ++i) { BlockPos blockpos = position.add(rand.nextInt(4) - rand.nextInt(4), 0, rand.nextInt(4) - rand.nextInt(4)); if (worldIn.isAirBlock(blockpos)) { BlockPos blockpos1 = blockpos.down(); if (worldIn.getBlockState(blockpos1.west()).getBlock().getMaterial() == Material.water || worldIn.getBlockState(blockpos1.east()).getBlock().getMaterial() == Material.water || worldIn.getBlockState(blockpos1.north()).getBlock().getMaterial() == Material.water || worldIn.getBlockState(blockpos1.south()).getBlock().getMaterial() == Material.water) { int j = 2 + rand.nextInt(rand.nextInt(3) + 1); for (int k = 0; k < j; ++k) { if (Blocks.reeds.canBlockStay(worldIn, blockpos)) { worldIn.setBlockState(blockpos.up(k), Blocks.reeds.getDefaultState(), 2); } } } } } return true; } But with Forge, I think you're supposed to use this method: @Override public void generate(Random random, int chunkX, int chunkZ, World world,IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { } How do I convert from the boolean to void? Also, the parameters of the two methods don't match. Basically, I just want to know how I convert the vanilla method(boolean) to the one forge uses(void).
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[1.8.8][solved, m8]Generating Reed-like plant
I want to be able to generate a reed-like plant into the world, but the only resources I could find related to generation were with ores. Could I spawn a reed-like plant in the same manner, or should I handle it differently?
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Forge VS FML
Minecraft 1.3 full, right?(Not beta)
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Forge VS FML
So what exactly is the technical difference between Minecraft Forge and Forge Mod Loader?
- A question about performance?
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A question about json files
OHHHhhh. That makes so much more sense now.
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A question about json files
I don't really understand json files, so I just sorta want to know what they are for. EDIT: I thought they were for rendering, but appearently not.
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Explain how Forge works to me! please..!
I made it so that vanilla torches explode, using events. That was fun.
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A question about json files
How simple would it be to render, say, a pipe shape, with json files?
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[Solved, m8]Modifying the functionality of torches
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