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miscsubbin

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  1. Ok thanks a lot. And thanks to whoever made those commits that fixed it.
  2. Ok thanks a lot. And thanks to whoever made those commits that fixed it.
  3. Ok, I did that and it almost works. However, now it says "tile.Block Name" in the tooltips. Should I be using LanguageRegistry, or just the setUnlocalizedName? I'm currently doing both.
  4. Ok, I did that and it almost works. However, now it says "tile.Block Name" in the tooltips. Should I be using LanguageRegistry, or just the setUnlocalizedName? I'm currently doing both.
  5. https://github.com/mrobinson7627/Generated-Ores/blob/master/generatedores/common/GeneratedOresMain.java The other files are in there too.
  6. https://github.com/mrobinson7627/Generated-Ores/blob/master/generatedores/common/GeneratedOresMain.java The other files are in there too.
  7. I have 4 blocks I'm adding and when I use "LanguageRegistry.addName" for each block, the last usage is applied to all. LanguageRegistry.addName(block1, "Block 1"); LanguageRegistry.addName(block2, "Block 2"); LanguageRegistry.addName(block3, "Block 3"); LanguageRegistry.addName(block4, "Block 4"); Is what I have, but when you mouse over the block in game, the tooltip reads "Block 4" for all of them. I've tried rearranging them, and it's always the last one that is used for all of them. What's going on here?
  8. I have 4 blocks I'm adding and when I use "LanguageRegistry.addName" for each block, the last usage is applied to all. LanguageRegistry.addName(block1, "Block 1"); LanguageRegistry.addName(block2, "Block 2"); LanguageRegistry.addName(block3, "Block 3"); LanguageRegistry.addName(block4, "Block 4"); Is what I have, but when you mouse over the block in game, the tooltip reads "Block 4" for all of them. I've tried rearranging them, and it's always the last one that is used for all of them. What's going on here?
  9. I'm not the same guy, but is there a section on enchanting? I've searched but can't find anything. iI can't even seem to find stuff in the Javadoc. I mean, I could just modify the base files in Minecraft, but that kinda defeats the purpose of Forge.
  10. Ok, so the mod I'm making is a little non-standard and basically allows multiple blocks to exist, while only taking up one ID (with some limitations of course). I have an idea for what I want to be able to do, but I want to clear some things up before I get into the real meat of things. 1. When crafting, is it possible to send the actual instance of the block or item used on the crafting table to the item being crafted. i.e. Send each diamond and each stick to a diamond pickaxe that's being crafted. 2. Is it possible to allow for more than one item to be used in a single space in a single crafting recipe. i.e. Allow either sticks or logs when crafting a diamond pickaxe, but only use one recipe. (This one isn't as important, but it would make my life easier) 3. Is there any way to control what stacks? If two items share the same ID, can there be a way to control whether they stack together or not? i.e. A certain field is different in two instances, so they can't stack together, but they can stack with other items, based on conditions. 4. Is there a way to use an anvil's rename feature to change the name that shows up in the inventory? Or is there an easier way to do this? Hopefully I was clear enough, but I will clarify or expand if needed. EDIT: I actually just came up with solutions to problems 3 & 4, and 2 I can deal with if it can't work. So the only one I'm still worried about is #1 and it's fairly important.
  11. The goal is to add more ores by randomly generating the base values of the ore (Harvest level, name, resistance, the strength of tools and armor, etc.) and also giving them "magical" effects similar to ARPGs like Diablo and Torchlight. I can already take a lot of effects from potions and enchantments, but I also plan to add other effects which are still a little nebulous at the moment. I should be getting some people together to plan the effects and rarities out this week; I just started writing intial backend code yesterday. I think I see what you're saying, I can use up a few IDs just for the things that need to be changed at registration, and I think the rest I can allow variation in the code. I just need to worry about how they are going to stack in inventory and stuff like that. Also, they probably won't show up in the creative menu, and giving yourself an item through commands would be totally random. But I think that that's a reasonable price to pay to not use an absurd amount of Block IDs. Hopefully that explains a little bit about what I'm trying to do, I tend to ramble a lot when I explain things like this. EDIT: Also, what exactly are NBT values? Is there somewhere I can go to learn more about how to use them in Minecraft? I've only just started modding Minecraft, so I'm still getting the hang of how things work.
  12. Would it be possible to do that? I mean, if that were the case, we wouldn't really have an issue with Block ID's at all. We could just have one Block class, and just modify it's properties to be any other block. I think I need them to be registered because they will be used in crafting recipes and such. I can't imagine being able to keep track of all the properties as they move around.
  13. I'm making a mod with randomly generated blocks, so I need them to be registered just before entering a world. This way I can use the world seed as the seed for my generation code. Otherwise block id's are going to get screwed up, especially with multiplayer worlds. When are blocks registered, and is there any way for me to do this?
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