Everything posted by hydroflame
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Remove Name Tag Mod
if(NoNameTagsKeyBind.cancelPre){ //do stuff ? }
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making block bounds larger than 1x1x1
ok, well the only other way i see is to spawn a custom entity at thsi location and try to make it have an outline when the player cursor hovers but i think flenix way is even easier (or at least more straightfoward)
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making block bounds larger than 1x1x1
well yknow how you can make bb smaller like with slab... what happen if you make it bigger ?
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Machine Bug
well basicly this is the flow of information lets say i have a block that you can right click to open a gui, and in thsi gui there are buttons to change the values of the block (colors, meta, wtv you can think of) what i want to do is in my gui, when a certain button is pressed (a button labeled "update" or wtv) send a packet to the server containing every important information, in your case just send a integer that represent what action has been taken (btw i havnt actually read your post, just the few last one where GotoLink says: so anyway, just feed the integer (or you could also send NOTHING if that teh only kind of packet that is send with thsi channel + the x, y, z coord of the TE (so that server side knows wtf you're talking about, but usually you want to send many different thigns with 1 channel) on server side when you receive this packet get the 3 coordinates, get a world ref, get that tile entity using the world ref and apply the changes you want to the tile entity
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Machine Bug
ps: can i take this example of "trying a new string" and put it into my debugging 101 guide ?
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Machine Bug
here you go what next do you need help with ?
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Machine Bug
have you researched into WHY thsi channel name is invalid ? anythign in the log ? try changing the channel name?
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[SOLVED][1.6.2] Custom GUI with textfield and Button
return new TileEntityTravel();
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Machine Bug
you might want to take a look at http://www.minecraftforge.net/wiki/Organising_packet_handlers, another tutorial i made basicly make a class that implements IPacketHandling register that class using NetworkRegistry.instance().registerChannel(new ServerPacketHandler(), "channelName", Side.SERVER); or for client: NetworkRegistry.instance().registerChannel(new ClientPacketHandler(), "channelName", Side.CLIENT); also, GotoLink said use this.mc.getNetHandler().addToSendQueue(packet); its not bad, but i recommend PacketDispatcher.sendPacketToServer(packet); its the same, except if you ever send a packet from somewhere else then a gui you wont have access to a Minecraft reference and using PacketDispatcher server side has some convinient methods
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Machine Bug
i actually made that tutorial btw, and its intended for people who have experience with java,but if you need help i will explain in more details if you want
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[SOLVED][1.6.2] Custom GUI with textfield and Button
basicly its telling you that its trying to draw an item on the screen the a Slot return null and it isnt expecting that @Override public TileEntity createNewTileEntity(World world) { return null; } thsi should be returning a new TileEntityTravel, because if you dont you will never create your tile entity. also add thsi to your block because else it will never even ASK to create a new tile entity @Override public boolean hasTileEntity(int meta) { return true; } those bugs are kinda shitty becasue they tell you something but the root cause is totally not there
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Extended metadata with TileEntity
lol GotoLink, you just went full derp ! @OP in currently researching the issue
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[SOLVED][1.6.2] Custom GUI with textfield and Button
either this works or show us more of the error log (specially 5-6 lines after the one in OP)
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Remove Name Tag Mod
event.setCanceled(true);
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In-game change game mode
use FMLCommonHandler.instance().getEffectiseSide.isServer() / isClient() just in case or world.isRemote if you have access to a world reference
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[1.6.2] Resources Folder!
zip is jar jar is zip
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Generating massive pre-made structures
i dont actually know much but 1 can this be a decorator (depending on the order of generation. maybe alot of chunks are generated then decorator runs on a lot chunk) 2 i have some experience on procedural generation if you could make a "random" function that takes the coordinates and return the closest "structure starting point" then generating the structure would be a piece of cake (or maybe 4-5 closest since these might overlap) kindof how nether forteress are generated:)
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Advantages to a modder 'core'
no, even if you have 1 mod, if it requires a base change you WILL need a coremod to make those changes. but technixly you could include your coremod inside your mod (itsstill going to count like 2 mod)
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Advantages to a modder 'core'
coremods allow us to make change to vanilla code while its loading. example in my coremod i change the class ItemInWorldManager to create a place where the code will launch a custom event to tell me when a player break/place a block
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Custom Furnace GUI not working
remove .png in the code
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[SOLVED] NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient
basicly you should be able to send a packet to a client packet handler and tell him to spawn particel at x, y, z
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[Solved]Subblock with Hardness?
right, forge did make a couple of function to be "metadata sensitive" well thats good, i mean you could always have made different blocks, but that a nice way to do it good finding
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[Solved]Subblock with Hardness?
well unfortunatelly... i think you cant have different hardness based on subbocks because theyre all considered the same block. its only for rendering
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Most effective way to remove vanilla mob drops, without editing anything?
how do you know about "organising imports" but not what an iterator is ?? this is contradictory ish
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Most effective way to remove vanilla mob drops, without editing anything?
see this is why we say learning java is important because this error shoudl NEVER get to us in eclispe do ctrl+shift+o (the letter O not zero)
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