Everything posted by Scoptile
-
[1.9.4] Gui label overlaps itself when game window resized
That's it. Thanks.
-
[1.9.4] Gui label overlaps itself when game window resized
I probably did something wrong with my GUI, because whenever I resize my game window it draws the text of a label after I change it over the previous text...If that makes sense. Here's an example: Can someone please help? Thanks. GUI Code:
-
[1.9.4] [SOLVED] How to set the item in offhand?
Nevermind, I got it. EntityPlayer.setItemStackToSlot(EntityEquipmentSlot.OFFHAND, ItemStack);
-
[1.9.4] [SOLVED] How to set the item in offhand?
This is a really dumb question, but how to I set the item in the player's offhand? Thanks.
-
[1.9.4] [SOLVED] Where is ore generation defined?
okay i got it thanks (it's net.minecraft.world.biome.BiomeDecorator btw)
-
[1.9.4] [SOLVED] Where is ore generation defined?
I just want to know where in the Minecraft code ore generation is defined. Thanks.
-
[SOLVED] Registering Block Render Causes Crash
I got it working. My problem was that I wasn't setting the registry name for the block. Thanks for the help.
-
[SOLVED] Registering Block Render Causes Crash
I'm having trouble understanding exactly what I need to do... Please forgive me.
-
[SOLVED] Registering Block Render Causes Crash
Okay, I managed to not make it crash by changing my registerRender method to this: public static void registerRender (Block block, String name) { ItemModelMesher mesher = Minecraft.getMinecraft().getRenderItem().getItemModelMesher(); mesher.register(Item.getItemFromBlock(block), 0, new ModelResourceLocation(Reference.MOD_ID + ":" + name, "inventory")); } However, when I run the game the block doesn't appear as if it wasn't registered.
-
[SOLVED] Registering Block Render Causes Crash
You mentioned registering an ItemBlock, and I noticed that both Item and ItemBlock had the method getItemFromBlock, so I tried using ItemBlock instead of Item. It clearly didn't work.
-
[SOLVED] Registering Block Render Causes Crash
I tried changing my registerRender method to this, but I'm pretty sure I'm still doing something wrong public static void registerRender (Block block, String resloc) { Item item = ItemBlock.getItemFromBlock(block); ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(Reference.MOD_ID + ":" + resloc, "inventory")); }
-
[SOLVED] Registering Block Render Causes Crash
I am starting to experiment with modding for 1.9.4, and I figured out how to register items, but I'm having more trouble with blocks. The game crashes when the method, 'RegisterRenders' from my block init class is called by my client proxy class. I can't figure out what I'm doing wrong, so can someone please help me? Thanks in advance. Crash Report: Block init class: TestBlock (BlockTm) class: ClientProxy class: Mod class: Tell me if you need any more details.
-
[SOLVED] [1.8.9] How would I check for dropped item entities on top of a block?
I figured it out. Thanks!
-
[SOLVED] [1.8.9] How would I check for dropped item entities on top of a block?
What would I put for the AxisAligned bb argument? I feel like an idiot for asking, but I've hardly ever worked with entities before.
-
[SOLVED] [1.8.9] How would I check for dropped item entities on top of a block?
I want to figure out how to make a block check for a specific item, dropped on top of it. I tried looking at the hopper code, but I still couldn't figure it out. Could someone please help me? Thanks in advance.
-
[SOLVED] [1.8.9] .setHarvestLevel Not Working
I figured out what the problem was. As it turns out, only certain block materials work with the harvest level. I had it set to the ground material which doesn't work with the harvest level, so I set it to rock, and now it does.
-
[SOLVED] [1.8.9] .setHarvestLevel Not Working
package scoptile.untitled.block; import net.minecraft.block.Block; import net.minecraft.block.material.Material; public class BlockCopper extends Block { public BlockCopper(Material materialIn) { super(materialIn); this.setHarvestLevel("pickaxe", 2); } }
-
[SOLVED] [1.8.9] .setHarvestLevel Not Working
Sorry, I meant the block drops no matter what tool and harvest level I break it with. I only want it to drop when you break it with an iron pickaxe or better; no other types of tools.
-
[SOLVED] [1.8.9] .setHarvestLevel Not Working
The thing that doesn't work is .setHarvestLevel("pickaxe", 2). I thought it would make it so that you would need at least an iron pickaxe (or another tool with a harvest level of 2) to break the block. Instead, it only sets the efficient tool to a pickaxe, and the harvest level doesn't change, making it so I'm able to break the block with any tier tool.
-
[SOLVED] [1.8.9] .setHarvestLevel Not Working
I'm such an idiot for setting it on the game registry. Though when I tried changing it what you put, it still didn't work. I also tried creating a class for the block and setting the harvest level there, but even that won't work. This really has me stumped...
-
[SOLVED] [1.8.9] .setHarvestLevel Not Working
I am trying to set the harvest level of a block I am adding, but it isn't doing anything. This is the code I'm using. GameRegistry.registerBlock(copper_block, "copper_block").setHardness(5).setResistance(30).setHarvestLevel("pickaxe", 2); Can someone please give me a solution? Thanks in advance!
IPS spam blocked by CleanTalk.