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Everything posted by hydroflame
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please consult javadoc before asking anything RenderLivingEvent is the event you want to use good luck have fun
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the source of the player movement speed seems to originate from EntityLiving.getSpeedModifier() and there doesnt seem to be any way to change this without vanilla change. This would make a good PR.
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Hey guys, If you play on a server long enough you end up having a billion tunnels underground and minning all the ore out of your main area (the problem is a million time worst in big multiplayer server). So i was thinking, would there be a way to regenerate the underground ? like everything under 30 would pass another generate step every month or so (probably with another RNG so that ores are not EXACTLY in the same spot every time). btw im not expecting you guys to do the mod. I'm pretty sure i can handle this, except that world gen/chunks are the only thing i did not touch in forge (yet). so what do you guys think ? were would you start searching? does anybody have a mod i could take example from ? something like the hard mode world gen in terraria? (if you know what im talking about) Which class should I look into? Thanks ^^
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bug-ish when using PlayerInteractEvent
hydroflame replied to hydroflame's topic in Support & Bug Reports
bug because its confusing, you expect it to be called on every right-click-air but its not but you're probably right -
if you print every event that have an action of type RIGHT_CLICK_AIR it will not be launched if you right click air without an item in your hands... even though it would technicly count as "interraction" can we have a different event posted when the player right-clicks even without item ?
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[UNSOLVED]In game overlay text drawing size
hydroflame replied to mickey695's topic in Modder Support
GL11.glScale(scaleX, scaleY, scaleZ); -
[Solved] Textures not loading in compiled mod [1.5.2]
hydroflame replied to larsgerrits's topic in Modder Support
All of the stuff you see in eclipse is output to the file when used in the normal game, yes. ah this is sweet, never had to acutally use the logs as i dont release before im as close as bug free as i can get, but its good to know -
[Solved] Textures not loading in compiled mod [1.5.2]
hydroflame replied to larsgerrits's topic in Modder Support
heu, ok i dont know but this is kind of information outputed through the logs when you're using a released version of a mod? (im 99% certain yes but i want to make sure) -
i have to admit that returning the instance is pretty cool for spamming function call in 1 line
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which takes as much time as having 2 server... one vanilla, 1 modded and logging out/in
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[Solved] Textures not loading in compiled mod [1.5.2]
hydroflame replied to larsgerrits's topic in Modder Support
Draco are you a wizard ? dur dur hur hur -
well i can think of 2 way, 1 (the easiest) get the src and comment out the biomes you dont want 2 find a way to make your mod load AFTER the other one and remove all the biomes you dont want
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you want your custom biomes to NOT generate ... just dont put the mod in minecraft maaaaaagic
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honestly just look at the wiki, its pretty straightdoward. public class MainMod{ @SidedProxy(clientSide = "com.hydroflame.mod.ForgeRevClientProxy", serverSide = "com.hydroflame.mod.ForgeRevCommonProxy") public static CommonProxy proxy; //bunch of function ///...... //... //... } make a class CommonProxy and one ClientProxy that extends the CommonProxy one then make a function called registerRenderers() in both and but the rendering code in the client one
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[1.5.1] FurnaceRecipes.getSmeltingResult always null
hydroflame replied to epicsquare's topic in Modder Support
just for fun, try ItemStack iss = (ItemStack)FurnaceRecipes.smelting().getSmeltingList().get(par3); its basicly what vanilla is doing. also safecheck non-null of "iss" -
MinecraftForgeClient.registerItemRenderer(powered_melter_idle.blockID, new TileEntityPoweredMelterInvRender()); thsi should be in a client proxy, not in a base mod class 2 eclipse isnt some kind of magical god, it will only show compilation errors, not runtime errors
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[Unsolved]Custom modeled block doesn't show up in inventory
hydroflame replied to TwinAndy's topic in Modder Support
definitely ^ you probably should rotate before you translate doing translation before implies that you want to rotate according to the origin if you dont give a shit about why, or if i wasn't clear enough, jsut switch glRotate and glTranslate order -
[1.5.1] FurnaceRecipes.getSmeltingResult always null
hydroflame replied to epicsquare's topic in Modder Support
im serious btw, this might be a huge problem -
actually i think i know where is your problem, add buttonList = new ArrayList(); to the first line of "initGui()" thsi will clear the previous button and elements you inserted in the list ( by using buttonList.add(button) )
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by a "paged" gui , do you mean like theres transition. click on 1 button and everything change ?
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i can say for sure that the egg thignies and entity registering should be server side as both the client and the server must know that a new mob is in the game as to why its only "Spawn" and it renders as a biped... this is beyond my knowledge. i guess you'll have to debug it or wait 'til someone else give you an answer
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sorry we do get some pretty stupid question sometimes at cpw.mods.fml.common.registry.GameRegistry.registerBlock([b]GameRegistry.java:232[/b]) can you check at line 232 of GameRegistry to see what reference is null like if(ref == null){ System.out.println("ref is null"); }
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[1.5.1] FurnaceRecipes.getSmeltingResult always null
hydroflame replied to epicsquare's topic in Modder Support
which heu ...... which class has the code for onBlockDestroyed? -
is "blockLazurite initialined ? (somethign like blockLazurite = new BlockLazurite(arguments); )
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which openJKD ? i know for a fact that my server runs on openJDK 7 but im not sure if you can compile it on it