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Wouto1997

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  1. well that was stupid, I accidentaly set the block ID integer after using it to set the block ID, so the block ID was set to 0, which is air, and so all normal air blocks were now my block...
  2. yup, I found out I was using the latest version of forge, instead of the latest recommended for 1.5.2, so i tried that, same result.. I also tried 1.6.2 ( with other computercraft lib ofc ) same result
  3. not as far as I can see... I'm adding a new block to the game... that's basically it... I'm now trying to switch to a different version of forge
  4. it appears that this loop is stuck forever ( EntityPlayerMP line 178 ) while (!par2World.getCollidingBoundingBoxes(this, this.boundingBox).isEmpty()) { this.setPosition(this.posX, this.posY + 1.0D, this.posZ); } so as far as I'm understanding, for some reason my mod is causing everything in the world to be occupied with something, which causes this loop to keep checking up where there might be space, but there won't be...
  5. I'm currently trying to make a mod that uses ComputerCraft as dependency, and I followed a thread on the computercraft forums on how to set that up ( have a deobfuscated jar, referenced in the project, and located at mcp/libs ) The mod is currently just a main mod file, a block file which gets a custom creative tab and texture, and a client/commonproxy, and the main mod file registers the blocks and creates the creative tab. This is what happens with what I tried: When running minecraft from Eclipse with the 'run' function, and my mod disabled ( commenting out @mod and @networkmod ) minecraft launches fine and I can walk around in my world When running minecraft again from eclipse / 'run', with my mod enabled, minecraft launches, and the Gui works, but when trying to open my world, it crashes with this error: I can't really figure out what the problem is, as in the errors my mod isn't mentioned anywhere ( it's called net.nbtforcc.MainMod, and so on ) I'm getting the feeling I've caused some sort of loop that doesn't stop, and overfloods an Array ( because that is being mentioned in the errors ) because the first time I tried, I didn't close my minecraft for a long time, and after a while I had 10Gb of used memory ( seen from taskmanager ). If anyone has an idea of what could be going on you could really help me out. Source: https://github.com/WouterG/NBTforCC
  6. There's probably a better function for it I'm pretty sure about that, but I think the reason that it stops outputting the locations, is probably because of the chunk unloading limit.
  7. hey everyone. I'm currently working on a mod, and in my block's onblockbreak class, I'm running this code: if (world.getBlockTileEntity(x, y, z) == null) { System.out.println("tile entity = null"); return; } and everytime I test it, it'll say that tile entity = null. my block class is extending BlockContainer, I've got the BlockContainer.createNewTileEntity() overridden, with creating a new tile entity of mine, and I have registered the tile entity like so: GameRegistry.registerTileEntity(TileEntityTPPeripheral.class, tileentityname); If i'm missing something here please tell me what, I'm a bit lost now.
  8. Thanks a lot! used the Packet132TileEntityData packet if other people are wondering. -note: an issue I had with the packet was that I kept getting nullpointerexceptions on world loading, now this was just me being stupid, ( nullpointerexceptions usually mean you did something stupid but anyways), What I was doing wrong, in the Packet, make sure you assign a new NBTTagCompound() to customParam1 before you start putting stuff in it :3
  9. Hello everyone. I'm currently working on a mod, where I have a block, which has a TileEntity, with a custom model. The TileEntity model has a movable part in it, of which the TileEntity tells it's current state. The TileEntity also has a second value, Energy, which will tell the renderer what texture to use. In my TileEntitySpecialRenderer extended class, I've got this function: @Override public void renderTileEntityAt(TileEntity var1, double var2, double var4, double var6, float var8) { this.renderAModelAt(var2, var4, var6, ((TileEntityTPPeripheral)var1).Energy, ((TileEntityTPPeripheral)var1).ChestConnection); } Now when it executes renderAModelAt(); I've put in some debugging messages, and I've gotten the following output: Energy: 0 ChestConnection: 3 Texture: 0.png The ChectConnection variable ( that first variable that makes a part move ) is working here, but the Energy variable should be 10000. I've also added an onblockactivated check on the block of the tile entity to check the Energy there, and there it is actually saying 10000. The texture doesn't really matter in this debugging result, since that's determined by the currently incorrect energy value. If anyone has a clue of what I'm doing wrong I'd be glad to hear
  10. Hey modders. I'm currently working on a mod where I want to use the Snowball for my weapon to shoot a bullet, so what I came up with was I made a new class EntityBullet, like so: and then inside the weapon's item onItemRightClick method use world.spawnEntityInWorld(new EntityBullet(world, ep)); Now I've tried this, and saw that I was unable to hit entities with it, so I added a check to see the x,y,z every tick, and it appeared to go through ( and below ) the level... I'm not sure if this is a bug or if i'm doing something terribly wrong, but if anyone knows how to solve this problem It'd be greatly appreciated! ~wouter
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