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Everything posted by SanAndreaP
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Mod crashes when I try to place a custom fire block
SanAndreaP replied to WolfAmaril's topic in Modder Support
fireBlack_Layer0.png fireBlack_layer_0.png.mcmeta Watch your capitalization. Also you have an additional underscore before your 0/1 -
[1.7.2] ResourceLocation Problem (Techne Model)
SanAndreaP replied to Trese759's topic in Modder Support
You need a custom IItemRenderer implementation for your model in order to render it inside the inventory. Here an example: https://github.com/SanAndreasP/EnderStuffPlus/blob/master/java/de/sanandrew/mods/enderstuffp/client/render/ItemRendererWeatherAltar.java To register it, simply do: MinecraftForgeClient.registerItemRenderer(Item.getItemFromBlock(superWorkbench), new ItemRendererSuperWorkbench()); -
Why do you do GameRegistry.xyz(); at one time and the line below you do net.minecraftforge.fml.common.registry.GameRegistry.abc() ? Maybe your inports are broken? Otherwise after a quick testing it works for me...
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Skins are not visible (Forge 1.7.10)
SanAndreaP replied to Stealer_games's topic in Support & Bug Reports
What launcher are you using? Logs? -
[1.7.10] RenderPlayerEvent when rendering multiple players
SanAndreaP replied to Eternaldoom's topic in Modder Support
Nobody said it's impossible to add your custom cape, but capes are Mojang territory and should only be used / given away by Mojang (Minecon capes etc.). Anyway, try to use the RenderPlayerEvent.Specials.Pre instead of the RenderPlayerEvent.Pre event, as that is usually fired when the cape/item renerer is. -
[1.7.10]Custom Seed Crashing Minecraft
SanAndreaP replied to SuperSmashKart's topic in Modder Support
Show your seed and MItems classes. -
Eclipse doesn't have write-access to the bin folder. To fix this, don't put the forge folder within the "Program Files" folders (or any other system folders for that matter), because programs accessing it need either admin priviledges or you need to give them write-access. PS: Most programs put their stuff there because they usually have an installer which sets the write access for the application automatically.
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[1.8] [SOLVED] Trying to get the highest block at the location
SanAndreaP replied to Brickfix's topic in Modder Support
Is there a method in 1.8 called world.getTopSolidOrLiquidBlock ? Also your method was probably not removed, but now has an MCP name "func_xxxxx_x". -
Looking at the OpenMods website, there is this note: So yeah, remove OpenMods and wait for a 1.7 release.
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1. We will help you when we have an answer, you don't have to beg for help in big bold text. 2. That's not the full log. Post the content of the fml-client-latest.log file (inside .minecraft/logs ) 3. Please use a pastebin site like http://gist.github.com to post your logs. It helps to not clutter the thread with walls of text.
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Don't you mean server-side?
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It only translates your renderer to the XYZ coordinates when the direction is 2, 3, 4 or 5. Add a default case ( an } else {) and apply the "standard" translation.
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Uhm... no? Example: http://minecraft.gamepedia.com/Fence_Gate#Block_states Wasn't the whole purpose of BlockStates combining Block ID and metadata to one number to prevent wasting space on blocks w/o metadata usage?
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Your renderer is broken, it's always rendering it at the player coordinates (that's what's causing it to "spawn" on your head) In your renderRocket() method you need to translate ( glTranslatef ) by the first 3 coordinates. Here are the "correct" parameter names for the doRender() method: https://github.com/SanAndreasP/ClaySoldiersMod/blob/master/java/de/sanandrew/mods/claysoldiers/client/render/entity/RenderClayMan.java#L39
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You should use the TileEntitys writeTo/readFromNBT methods, which return void. I dunno why it's implemented there like that. You only need to override the methods declared in the interface you're implementing from the API (here it is IEnergyStorage)
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TileEntity. The RF-API even has an example on how to implement it: https://github.com/CoFH/CoFHLib/blob/master/src/main/java/cofh/api/energy/EnergyStorage.java
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Can you talk english like everybody else here, so we can read what you're babbling about? This is not a french forum...
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[1.7.2][SOLVED]Trying to get the current item held by the player
SanAndreaP replied to Crax's topic in Modder Support
You need to check if the item held is null, If the hands are empty -> held item is null -
[Solved] Help with Intellij and resources
SanAndreaP replied to SuperKamiCatbug's topic in Modder Support
Can I see the latest log and the Constants class? (Please use http://gist.github.com or any other pastebin) -
[1.7.10] Changing vanilla tools properties without editing base code
SanAndreaP replied to cw84's topic in Modder Support
Changing the ToolMaterials values won't get you much, because: 1. they're final, you need some reflection black magic to actually change the value (removing the final modifier of maxUses and set the value) 2. Your mod gets initialized after the vanilla stuff, so even if you edit the value, the max damage of the items was already set using the original value (I've tried it) So if you really need to change the golds max uses, I suggest you go either coremod and change the value of the material before any items get initialized or change the tool materials value as well as all the items max damage values. -
markDirty
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[1.7.2][SOLVED]Trying to get the current item held by the player
SanAndreaP replied to Crax's topic in Modder Support
player#getCurrentEquippedItem() Also your KeyBindings are purely client-side, just as a note, so you have to send packets when trying to change something on the server. This also means that your KeyBindings.init(); method should be called in your client proxy.