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vroominator

Forge Modder
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  1. I'm just going to disable my village component's generation until this is resolved. I've no intention of releasing anything particularly soon and I doubt this will take too long to fix. Thanks guys.
  2. StructureVillagePieces.Village (as of Forge 1.7.2-10.12.0.1040) is not visible. I, as well as other modders who add village components need access to this Class so we can properly add our components. I've tried extending StructureComponent instead, but I just get a ClassCastException whenever a village tries to generate my structure. This fix (or a way around it, if possible) would be much appreciated. Thanks.
  3. Well, you'll either need to have its rotation depend upon its metadata and decide the metadata when a player places it, or have its rotation depend upon a value stored in its tile entity, and have that set when the player places it. Have a look at BlockFurnace.java to see how Furnaces get their rotation set.
  4. I would also be interested in the ability to add new horse breeds and such, with the ability to set custom models and textures. I'd like to change the unicorns in my mod over to the new horses without making a clone of the horse class.
  5. I have no plans to make Sorcery an open source mod at this time. If you want to see how I handle liquids, you can take a peek at TileEntityMixer.class using jd-gui. It's quite messy, but it gets the job done 99.9% of the time.
  6. Yeah, you can use something like jd-gui to quickly decompile some classes and take a peek. You might want to look at TileEntityMixer.class and maybe even MixerRecipes.class, but beware, my code is very messy and ugly and inefficient.
  7. Is there an easy way to render custom models or other fancy rendering mumbo-jumbo instead of rendering armour normally? (rendering is not my strong point as you can probably tell) Something similar to IItemRenderer, but for armour, perhaps? I've made a nice wizard hat model, but I've not found a good way to render the hat model instead of the generic armour texture in a way that allows everyone else playing to see the hat model. Anyone know a good way to do this?
  8. I'm not good at explaining things, but I know Buildcraft makes use of Liquids, as it is where the Liquid part of Forge originally came from. BC is open source, so you could go look at the code for some good examples of LiquidTanks being used. Here's the BC Github.
  9. Holding two liquids is easy. My mod's mixer does this, you just need to define 2 LiquidTanks in your Tile Entity, similar to the way you define your Tile Entity's inventory. public LiquidTank[] tanks = new LiquidTank[2]; tanks[0] is your first tank and tanks[1] is your second.
  10. I've updated the OP once again with some more information and a few more links. I am no longer using Wikia for the official wiki, so please disregard the Wiki link in the downloads page. I've also resolved the issue with the NEI plugin, which should now work just fine.
  11. I've updated the OP once again with some more information and a few more links. I am no longer using Wikia for the official wiki, so please disregard the Wiki link in the downloads page. I've also resolved the issue with the NEI plugin, which should now work just fine.
  12. Aaaaah. I'd forgotten about those.
  13. Aaaaah. I'd forgotten about those.
  14. Do you need advice on making the enchantment itself or adding the speed effect? Enchantments are relatively easy, just check Enchantment.java and you should be able to make a basic enchant. As for adding the speed effect, you could have a tick handler check if a player is wearing armour with this enchant, and then change their speed. I think it's referred to in the code as landSpeed or something of the like.
  15. Do you need advice on making the enchantment itself or adding the speed effect? Enchantments are relatively easy, just check Enchantment.java and you should be able to make a basic enchant. As for adding the speed effect, you could have a tick handler check if a player is wearing armour with this enchant, and then change their speed. I think it's referred to in the code as landSpeed or something of the like.
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