Everything posted by Toost
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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
- Mod Suggestion
You could probably do it. You're sitting on all the materials that you need. Now you just have to learn. EDIT:- Is it possible to write a C++ implementation of Minecraft?
- [Solved, m8]Modifying the functionality of torches
Nvm... I found a WAAAAYYyyyyy better way of handling torches. I've made it so that when the player tries to place a torch, they explode. A lot. Huge explode. That way they can still use torches in crafting if they need to, but they can't place them in the world. Here's the event handler code if anybody's interested: @SubscribeEvent(priority = EventPriority.HIGH) public void onPlayerUseEvent(PlayerInteractEvent e) { EntityPlayer player = e.entityPlayer; if(e.entityPlayer.getCurrentEquippedItem() != null){ Item item = player.getCurrentEquippedItem().getItem(); if(item == Item.getItemFromBlock(Blocks.torch)){ e.world.newExplosion(null, player.posX, player.posY, player.posZ, 3f, true, true); e.setCanceled(true); }else{} } } EDIT: Get rid of this line: e.setCanceled(true); Otherwise, when you right click, you will just get sent flying, but on left click you will actually explode. I think this is because the swinging action isn't canceled, but the block placing action is, for some reason.- [Solved, m8]Modifying the functionality of torches
I don't want to ruin compatibility...- [Solved, m8]Modifying the functionality of torches
Alright, so I've taken your advice, and I think the solution is to create an event handler that checks when a player clicks. Then I could have it check if the player used a torch. After that, I can replace that torch block with my "toost torch"(The fake torch that can light things on fire). Then I just have to make it so that toost torches drop regular torches when broken. I'm getting stuck on checking for the current item and replacing the regular torches. The rest of the solution should be easy enough, though. This is the code for the event handler: @SubscribeEvent(priority = EventPriority.HIGH) public void onPlayerUseEvent(PlayerInteractEvent e) { ItemStack toostTorchStack = new ItemStack(ModBlocks.toost_torches); if(e.entityPlayer.getItemInUse() == toostTorchStack){ System.out.println("Found Torch"); }else{ System.out.println("Found Item Use Event"); } } EDIT: The console does output the bottom line whenever the player clicks, so the event handler is working. However, it doesn't differentiate whether or not the player is holding torches.- [Solved, m8]Modifying the functionality of torches
In my mod, I'm trying to make it so that torches are capable of setting other blocks on fire. I want to know if it's possible to do this without creating a new torch block that replaces old torches. I want to do this so that other mods that use torches in their recipes are compatible with this mod. Thanks! - Mod Suggestion
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