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Jdb100

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Everything posted by Jdb100

  1. It is a particle effect attached to an invisible block so it has the hit box.
  2. Can we see the code please otherwise we can't help much.
  3. Why not just use onBlockBroken or something like that I forget the name but that's what I use for all my blocks with GUIs and it works.
  4. sorry got it fixed guess i accidently set the path to my java wrong but worked after i set it right.
  5. So I tried some more installs, looked around trying to see if anyone else had this problem or a fix but I got no where so I am wondering what I did wrong as I followed the sticky post on here as we'll as trying the way lex did it on his video.
  6. Sorry for being stupid either I am looking in the wrong place or I can't find the argument it wants in the debug config. Can you tell me where this debug config is and what I should be looking for? Sorry for being a pain not used to this new installer.
  7. So i tried installing the new 1.7 minecraft forge since i didn't know how to use the new installer i found the tutorial on here on how to install it and everything worked fine but after installing i went to test it to make sure it worked but it crashed. error log: https://gist.github.com/anonymous/8658682
  8. try with IDs.adminiumPickaxe_default instead of IDs.adminiumPickaxe_actual.
  9. here is a good tutorial list: http://mazetar.com/mctuts/displayTutorials.php just use filters for forge then find the one called event handler and it will teach you the basics of how to use events. p.s. don't worry about the IExtendedProperties in the second post you wont need it.
  10. you can do anything you want with coding all forge does for you is make it easier and so mods don't clash. so you dont want to change base classes otherwise players cant use your mod with another mod that uses the file you edited if you change something it needs so if you wanted to increase the damage then you could use the EnderTeleport Event. So to summarize never change base classes as forge adds ways so you can add new stuff and change things well making your compatible with other mods.
  11. I have been having some problems well trying out IExtendedProperties it seems like when i call my ExtendedPlayerProperties i crash. this is the code and error log. Error Log: http://paste.minecraftforge.net/view/42e0c4d5 ExtendedProperties: http://paste.minecraftforge.net/view/73fa6d1c EntityConstructingEvent: http://paste.minecraftforge.net/view/231a7164 SpiritBase: http://paste.minecraftforge.net/view/d114c1ba
  12. then look at clays world gen and modify to how you want.
  13. Another good tutorial series on youtube it isn't minecraft related but very helpful as i found that the red book of opengl didnt help but try searching "thebennybox". he is one of the best i feel.
  14. K i will try that soon and tell you if it works so i should just not use minecraft to get the player just use EntityPlayer.
  15. Sorry for not being clear but my main mod file is called core which has an instance of minecraft i am calling to get the player. I get the instance using this method: Minecraft.getMinecraft(); Then I have a file that is called SpiritBase which holds all of the math calculation that I have the instance that I use to call all the math. From what I can tell is that it is probably with how I call the player or how I call the instance of SpiritBase.
  16. I was trying out the IExtendedProperties for my mod when i started crashing well calling an instance in my class. I have been using this tutorial to http://www.minecraftforum.net/topic/1952901-eventhandler-and-iextendedentityproperties/ my error log is here: http://gw.minecraftforge.net/tRpo the lines of code in there error log: at com.jdb100.mod.player.ExtendedPlayerProperties.<init>(ExtendedPlayerProperties.java:42) this.currentMana = SpiritBase.instance.getMana(); at com.jdb100.mod.player.ExtendedPlayerProperties.register(ExtendedPlayerProperties.java:52) public static final void register(EntityPlayer player) { player.registerExtendedProperties(spirit, new ExtendedPlayerProperties(player)); } at com.jdb100.mod.events.EntityConstructingEvent.onEntityConstructing(EntityConstructingEvent.java:23) ExtendedPlayerProperties.register((EntityPlayer) event.entity); at com.jdb100.mod.player.ExtendedPlayerProperties.get(ExtendedPlayerProperties.java:57) return (ExtendedPlayerProperties) player.getExtendedProperties(spirit); at com.jdb100.mod.core.tech.SpiritBase.<init>(SpiritBase.java:10) ExtendedPlayerProperties props = ExtendedPlayerProperties.get(Core.mc.thePlayer); at com.jdb100.mod.core.tech.SpiritBase.<clinit>(SpiritBase.java:9) public static SpiritBase instance = new SpiritBase(); sorry i dont like doing this but since i am a noob with this topic i cant figure it out
  17. Why would that be dumb draco. As setting it to dirt then having a tickhandler that changes the blocks texture to your new one and then you just change what the block drops to your new one would get rid of using any ids under 256 and since it only happens in that dimension it wont mess up dirt. I see this as the best option i have seen for not using any ids under 256.
  18. I havent tried this but it might be possible to use a block from vanilla like dirt and then have a tickhandler that checks what dimension the player is in. Then you could have a class that inplements dirt and overrides the texture and the block it drops when you are in that dimension to your new block over block id 256 and when that blocks is placed it could be changed to dirt again or you could just make it a new block. Sorry if this is bad as i an typing on my phone and havent tried this out yet.
  19. I could be completly wrong looking at this as i never made a cable however it seems that you are telling eaxh cable it is the source location then the next cable you send it to finds the cable behind and sends the packet that way making an endless loop. However this could be conpletly wrong if so disregard this and i am sorry just thats what i saw.
  20. ok can you tell me there the on onHarves is then Find it yourself. You shouldn't depend on others to solve your problems as you will never learn with out trial and error. I hope i don't sound mean but i am justing giving you the truth.
  21. thanks for the help however i think you misunderstood what i was saying i meant like overlaying 2 or more textures on a single item sort of like layers in photoshop
  22. I have been away from modding since 1.4 and i noticed that there is a new texture handler so i was wondering if there was a way to do texture overlays or do i need to create a custom texture handler?
  23. I wouldn't recommend doing this but you could always set a block for the tile entity in the players feet
  24. the grass and dirt are the top and filler blocks in the biome and the stone is in the chunk provider under replaceblocksforbiomes
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