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Everything posted by SanAndreaP
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He answered that already: Oh, didn't see that one. So yeah, the EntityJoinWorldEvent should be used to replace it then.
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Only the overlay of the stairs have 1 AABB. Their actual collision model has multiple ones. You don't need raytracing for blocks... Just use the stairs code for the collision box (which has multiple AABBs) and for the overlay use the RenderBlockOverlayEvent.
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That's a number... Tell us the complete name of it.
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Read this: http://www.minecraftforge.net/forum/index.php/topic,27247.msg139381.html#msg139381
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Why not use the EntityJoinWorldEvent? Just cancel it and spawn your own fishing hook. - Make sure to check if the entity is the vanilla fishing hook by checking if the class of the entity ( entity#getClass() ) is equal to the EntityFishingHook class ( EntityFishingHook#class ) - cancel the event to prevent spawning the original - apply every value from the vanilla entity to yours (motion, position, etc.) - spawn your custom entity But why do you need to replace the hook entirely? Does the FishingHooks.java not suffice? What do you want to do with it?
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Also, look at the stairs code to see how collision boxes for those work. You can manipulate the frame rendering of the overlay with the RenderBlockOverlayEvent. Simply cancel the event and render your own overlay.
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What launcher are you using?
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[1.7.10] Vanilla Entity Render Modifications
SanAndreaP replied to Spartan322's topic in Modder Support
I replace the entire player model for myself here: https://github.com/SanAndreasP/SAPManagerPack/blob/master/java/de/sanandrew/core/manpack/mod/client/event/RenderPlayerEventHandler.java#L36-L51 You can use those events to manipulate the rendering in some ways w/o needing to replace the entirety of the model (just don't cancel the event there). There are 2 sub-events, Pre and Post. For example you want to rotate the model 90 degrees, in the pre you rotate it with GL11#glRotatef(angle, x, y, z) and in post, you revert your rotation by either adding GL11#glRotatef(-angle, x, y, z) or "wrap" the rotation in GL11#glPushMatrix() in Pre and GL11#glPopMatrix() in Post. Manipulating individual parts of the model? I'm not sure if this is possible w/o replacing the entire player model... -
MissingModsException A mod needs another mod to run. Look into the latest server log (in logs/) to see which mod needs which.
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Why don't you use the LivingUpdateEvent, check if the entity is inside of your dimension and multiply the motionY value of said entity? Alongside with the LivingJumpEvent to modify how high your entities can jump, you can manipulate gravity quite well.
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I always get errors about pathfinding whereever I put it. well, then can you show us those errors you're getting?
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[1.7.10] Custom Rendered Block Problem
SanAndreaP replied to ExtendedHorizons's topic in Modder Support
Is it a ISimpleBlockRenderingHandler, a TileEntitySpecialRenderer or just a transparent texture? -
Same location as in 1.7. It didn't change. What's your problem?
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This only happens on certain Macs, since the Mac MC Launcher ships Java 6 and it forces the user to use it (like Lex said). So either recompile it targeting v6 or, like I do, point them to this link: http://www.minecraftforum.net/forums/minecraft-discussion/discussion/2247090-tutorial-how-to-use-java-7-on-mac
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Also world.getBiomeGenForCoords(x, z) should not get the chunkX and chunkZ coordinates. It needs the actual block coords!
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[22:31:22] [main/INFO] [FML]: Forge Mod Loader version 8.0.16.1021 for Minecraft 1.8 loading [22:31:50] [Client thread/INFO] [FML]: FML has found a non-mod file Railcraft_1.7.10-9.4.0.0.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [22:31:50] [Client thread/INFO] [FML]: FML has found a non-mod file TConstruct-1.7.10-1.8.2a.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. Well, there's your problem.
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no, you can have 2 different constructors in the same class, when the parameters differ... basic java.
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[1.7.10][SOLVED]Custom Rendered Block rotation and with hitbox
SanAndreaP replied to Wyverndoes's topic in Modder Support
And... where do you call this method? -
Custom Furnace Spitting Out Items On Block Update
SanAndreaP replied to chrisps89's topic in Modder Support
Hm, that should not happen... I noticed you're registering your TileEntity in init. Try to do it in preInit after you've initialized your block. Also try to set a breakpoint on the shouldRefresh return and see if it even gets called. -
You can't rotate a hitbox, because it's an AxisAlignedBoundingBox. You can only change the start and end coordinates of that hitbox in your Block class. Fences do this for example, or stairs, or ladders, you can look at those.
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There's something wrong with your mods folder: First, some mod archives are corrupt: [11:38:47] [main/ERROR] [FML/]: Unable to read the jar file ThermalExpansion-[1.7.10]4.0.0B5-13.jar - ignoring java.util.zip.ZipException: error in opening zip file [11:38:47] [main/ERROR] [FML/]: Unable to read the jar file ThermalFoundation-[1.7.10]1.0.0B3-8.jar - ignoring java.util.zip.ZipException: error in opening zip file [11:38:47] [main/ERROR] [FML/]: Unable to read the jar file twilightforest-1.7.2-2.2.3.jar - ignoring java.util.zip.ZipException: error in opening zip file Then, you have a lot of duplicates: I suggest redownload the corrupt mods and delete the duplicates.
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The strange thing is, if I add a program argument, like --username, it crashes with the same error for me (and yes, I have GradleStart as main class)... So I've explicitly specified the natives library path. @OP I didn't see you didn't use GradleStart (didn't look at the complete stacktrace), so you should go with diesieben07's solution.
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Custom Furnace Spitting Out Items On Block Update
SanAndreaP replied to chrisps89's topic in Modder Support
It is true when you break the block (it changes to air), since that's not an instance of neither of your blocks. Try removing this part: if (tileentity != null) { tileentity.validate(); world.setTileEntity(x, y, z, tileentity); } and see if that fixes it (you don't need it anyway) -
Custom Furnace Spitting Out Items On Block Update
SanAndreaP replied to chrisps89's topic in Modder Support
That statement is always true, because the block can't be both. "If new block is NOT PCInactive OR new block is NOT PCActive" If block is PCInactive => block is not PCActive => true If block is PCActive => block is not PCInactive => true If block is something else => block is neither PCActive nor PCInactive => true You probably want a && in there.