4pwnda
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Keep it short, I suggest adding a different way of handling the events as it now uses reflection. I think this would reduce the call time by the half. The javadoc about reflection suggests not to use it on runtime.
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World.getEntitiesInsideAABB <= something like that...
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What's wrong with !=?
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Proper way to read/write multi-part entity to/from NBT? [SOLVED]
4pwnda replied to awger's topic in Modder Support
Travel to the end in order to ask the Enderdragon, or just look in his java classes. It is he right? -
I think if you make the texture file 2x larger (512x512) it will work.
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My problem is that when I rotate my block with my "wrench"-type item I've made it's sides texture come in the wrong order. This code doesn't work: @Override public int getBlockTextureFromSideAndMetadata(int side, int metadata) { int i = (metadata + side) % 6; return blockIndexInTexture + i; } , as I want the front and the back at the opposite sides. I want to have 1 texture for the front, the back and the sides each. Thanks in advance. EDIT: The block can be rotated in all 6 directions, not just 4.
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Is there a way to get the path to the current worlds folder?
4pwnda replied to 4pwnda's topic in General Discussion
Thanks a lot for your answer. However I still got an error, and after printing the file path I saw it contained a folder called MpServer. So I check when that occurs and return null, works so I'm happy. -
If you only want the user to add recipes I would suggest using XML or JSON rather than an configuration file, as deleting recipes would be more work.
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It's the Material class setRequiresTool().
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You can't save the item's damage in it's class, that why there is the ItemStack parameter. Instead in getDamageVsEntity get the itemstack the player is holding and it's damage.
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Already possible by implementing ICraftingHandler and registering it: @Override public void onCrafting(EntityPlayer player, ItemStack item, IInventory craftMatrix) { // TODO Auto-generated method stub for(int i=0; i<craftMatrix.getSizeInventory(); i++) { ItemStack itemstack = craftMatrix.getStackInSlot(i); if (itemstack != null && itemstack.getItem() == yourItem) { itemstack.damageItem(1, player); itemstack.stackSize++; } } }
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Well in programming render means something that draws a model to the screen. For a custom model for a block I think you should use the method: ClientRegistry.bindTileEntitySpecialRenderer(tileEntityClass, specialRenderer);