Jump to content

requimrar

Members
  • Posts

    9
  • Joined

  • Last visited

Converted

  • Gender
    Undisclosed
  • Personal Text
    I am new!

requimrar's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. Well if the entire block is one texture then both setOverride and clearOverride should be outside the loop. Good luck on your modding career!
  2. I think it's setNormal() that matters... Still, don't quote me on that; I copied this from a tutorial somewhere and... even BC3 uses this set of methods, so... Mazetar, you're on a replying spree! EDIT: well well well. Turns out I put the brace in the wrong place, the entire chunk is supposed to be inside the for loop... Case closed (:
  3. Help...! I've just made a model for my Tile Entity, and I'm rendering it using an ISBRH (ISimpleBlockRenderingHandler), along with setRenderBounds() and renderStandardBlock(). The block looks fine in-world, but (as from the title), I'm having problems with it in the inventory. The model is basically a copy of the vanilla Anvil model. However, seen here: It doesn't render the whole block... Here's the code: http://pastebin.com/prvwfMjS
  4. Random jutting in: Indeed, I'm on #601, but I have this problem too. However, I've noticed... If you turn your graphics to 'fast' instead of 'fancy', the items inside *will* render... Very odd.
  5. Hello. I have this intriguing problem here: I have this TileEntity that functions somewhat like a chest, with 12x9 slots... Here's the problem: Based on , The blank spots are the places where, when an Item is present (regardless of stack size), when I click on it, it gets dropped. Left-click drops 1, right-click drops the whole stack. The slots with items inside behave normally... Here are the relevant code files: TileEntity: http://pastebin.com/pXHAuCW9 Container: http://pastebin.com/BBSy4nMh Gui: http://pastebin.com/tWqC8jWr Help? This was a direct result of porting the mod over to 1.5, I didn't have any problems with this in 1.4.7 and I suspect it's the new inventory features that's causing it... Any help is much appreciated, thanks!
  6. Heh... well it turns out (thanks to monoxide on IRC for pointing this out) that I can just add an ItemStack with NBT data already on it to the creative inventory... Thanks guys!
  7. Hello.... Quick and simple question here: Is there a method that I can @Override in Item that will get called when an item is taken from the creative inventory? I know about onCreated(), but it only gets called when the item is crafted, as opposed to say, 'cheated in'... I need that method to initialise some NBT data on my item, unless there is some other way to do it? Thanks.
  8. Update: I've tried updating to forge #515... still nothing... Any help?
  9. Help! I've got this large chest tile-entity. Right now I'm trying to make it work with shift-clicking, however it doesn't... It is a 12x9 inv, same as IronChest's diamond chest. Anyway, here's the problem: only items in certain slots can be shift-clicked *out* of the chest, while only certain other slots can be shift-clicked into the chest from the player... After debugging, I realised that for the problem slots, transferStackInSlot() isn't even being called... Strange. <script type="text/javascript" src="http://ideone.com/api/embed.js/link/OQhEPW"></script> Here are the images: Slots with blocks/items in them are the problem slots. And here is the code: package requimrar.Minecraft.RChem.Machines; import requimrar.Minecraft.RChem.RChem; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.InventoryPlayer; import net.minecraft.inventory.Container; import net.minecraft.inventory.Slot; import net.minecraft.item.ItemStack; public class ContainerLabBench extends Container { protected TileLabBench ThisLabBench; public ContainerLabBench(TileLabBench te, InventoryPlayer playerinv) { this.ThisLabBench = te; int i = 0; for (int y = 0; y < 9; y++) { for (int x = 0; x < 12; x++) { addSlotToContainer(new Slot(te, i, x * 18 - 18, y * 18 - 37)); i++; } } for (int hotbarSlot = 0; hotbarSlot < 9; hotbarSlot++) { addSlotToContainer(new Slot(playerinv, hotbarSlot, 9 + hotbarSlot * 18, 256 - 69)); } int leftCol = (238 - 162) / 2 + 1; for (int playerInvRow = 0; playerInvRow < 3; playerInvRow++) { for (int playerInvCol = 0; playerInvCol < 9; playerInvCol++) { addSlotToContainer(new Slot(playerinv, playerInvCol + playerInvRow * 9 + 9, 9 + playerInvCol * 18, 256 - (4 - playerInvRow) * 18 - 55)); } } } @Override public boolean canInteractWith(EntityPlayer player) { return ThisLabBench.isUseableByPlayer(player); } @Override public ItemStack transferStackInSlot(EntityPlayer p, int i) { ItemStack itemstack = null; Slot slot = (Slot)inventorySlots.get(i); if (slot != null && slot.getHasStack()) { ItemStack itemstack1 = slot.getStack(); itemstack = itemstack1.copy(); if (i < 108) { if (!mergeItemStack(itemstack1, 108, this.inventorySlots.size(), true)) { return null; } } // else if (!mergeItemStack(itemstack1, 0, 108, false)) // { // return null; // } if (itemstack1.stackSize == 0) { slot.putStack(null); } else { slot.onSlotChanged(); } if(itemstack1.stackSize == itemstack.stackSize) { return null; } slot.onPickupFromSlot(p, itemstack1); } return itemstack; } } Thanks for your help!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.