Everything posted by Alex_hawks
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[How-To]Build multiple separate projects with Gradle
Thank you for that clarification. Is there any way to include the Project1 and Project2 outlined in the code block? Development Forge the stuff normally in the forge dir src Project1 Project1 Stuff Project2 Project2 Stuff
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[How-To]Build multiple separate projects with Gradle
just wondering, are the Project1 and Project 2 folders in the Forge folder, or the folder that the Forge folder is in?
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Missing library
by adding the natives jars to you build path as well
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[1.6.2] Broadcast message to All players
No, wrong section for that... I think he means method to call on the server to send a message to all players on the server.
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[1.6.2] Player Names
add a launch parameter in your IDE to your run configuration. the parameter is "--username <name>"
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Scheduling a random event
try using the following Psuedocode @Override public void tickEnd(EnumSet<TickType> type, Object... tickData) { if (type.contains(TickType.WORLD)) { onWorldTick(new Random()); } }
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[1.4.7] Redstone energycell, RedpowerBatterieBox and the batterie out of fs.
*laughs* Red Power 2 source code, available? *laughs a lot more* But seriously, I'm not guaranteeing the code quality, but Mekanism is an Open Source mod that has blocks that do what you want. Look at Energy cubes in here. But that is for 1.5.1... If you really want 1.4.7, just backtrack through the commits...
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Partially transparent glass [SOLVED]
Just make it render in both passes, and have a completely empty Icon for the pass in which it shouldn't render. NOTE: UNTESTED! It's only an idea...
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Add type Long to Properties
But the person with the file open in a text editor, configuring the mods they have installed usually doesn't see it that way...
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Interface between mods that alter the world and mods that offer protection
Some mods already do; Forestry has one for the farms, named [Forestry] Buildcraft has one for the quarry, et al, named [buildcraft] Red Power 2 has one for its block placers/breakers, and IIRC, it's named [Redpower] Forge already has hooks for this, but it isn't compulsory to use them, yet...
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[FORGE] 1.5.1 Crafting With Damaged Items In Recipes
The damage value wildcard for ItemStacks has changed, but I can't remember what it changed to... I think it changed to Integer.MIN_VALUE but I'm not certain...
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ISimpleBlockRenderingHandler issue
Update forge?
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[SOLVED] BlockActivated method being ran twice
Because of the unified code that forge has implemented (Which IMHO is a very good thing). If you just used ModLoader you would have to maintain to separate code-bases, but wouldn't run into this issue.
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[SOLVED] BlockActivated method being ran twice
It's being run on both the server and the client... That if (par1World.isRemote) { return true; }else{ //Code goes here } is checking if it is on the client, and if it is, return true. If it isn't, it is actually doing stuff...
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Simple teleportation
check before you cast
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Different texture for 2 items/blocks that use the same class?
in updateIcons() register both Icons, and return the icon that you want based on the input into getIcon(ItemStack itemstack)
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Block render pass
I thought about each of them, but getRenderBlockPass in block doesn't have an overload with metadata, as you described, long and tedious, and the render pass is still in the block's class. 3 sounds the most logical...
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Block render pass
Correct, I'm using Mojang's default Block renderer. All I need to do is change what one of the getTexture overloads returns, and mark the block for a render update... The block in question is the Hidden Wires from Electric Expansion. With 1.5 and the new way of handling textures, I thought it would be easy to add blocks that can use another blocks texture, with support for Mod Blocks that aren't my own... One of the very few bugs left in the MC1.5 update is the Hidden Wires not rendering properly.
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Block render pass
What I'm doing is storing it as an ItemStack in a TE, and using IBlockAccess to get the ItemStack, but the method getRenderBlockPass() in Block doesn't have any parameters... But thanks for that link, I'll go check it out...
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Block render pass
getRenderBlockPass in Block doesn't have any parameters, and you have one instance of a Block / Item, so I can't store it there... I have no way to access where I'm storing my data... Amending the first post, I would have to use 2 Block IDs to accomplish it in the way I proposed...
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Block render pass
I have been making a block that can take the texture of other blocks, and have run into the issue of which render pass the block needs to render in. If I set it to 0, then I have the same issue as MFFS had with ice and water a while back, and if I set it to 1, then I have dodgy rendering when the block are next to each other with different textures, particularly textures of blocks that should be rendered in pass 0. One way that I can think of to fix it is to use twice as much metadata, but I would like to retain future compatibility and would prefer to avoid using metadata for this. I also looked at MFFS source code to see how ThunderDark dealt with it, and found out that he hard-coded for water and ice... Is there any solution without hard-coding, or doubling my footprint?
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Where is "/forge/mcp/"?
If you do everything the same, except you run the *.sh scripts instead of the *.bat or *.cmd scripts...
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[Unsolved] BlockMeta && BlockTile > 15
The default Minecraft render engine for blocks (render type 0) can only handle metadata < 16. Custom renderers don't suffer this same restriction...
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Longer Redstone Wire?
Metadata only goes up to 15 when using a default Block renderer...
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Taking fall damage on landing
The @Mod is where I put all of the @ForgeSubscribe methods
IPS spam blocked by CleanTalk.