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TheDoomBringer

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  1. Ok, thanks a bunch. I ended up creating a GUI that doesn't use GuiScreen (like the scoreboard kind of), it works! However it's JANKY. I need to find a way to stop the regular built in GuiScreen inventory from rendering when I use the standard inventory bind. I can't think of an elegant way of doing this. Currently I just have my own GUI bound to a different key. It's not exactly like my original idea, it still doesn't allow movement in other GUIs that use GuiScreen. However, it's progress and for that I thank you. If it gets to a releasable state I will have your name in the mcmod.info.
  2. I want to make a simple mod that enables movement while in an inventory or other ui element. However, I'm completely lost on how to go about doing it. I was digging around a decompiled version of Minecraft and I can't even find how they handle their ui. Thanks for any help to get me started on this.
  3. Awesome! Thanks Abastro! Sorry... Yeah it is basic Java, I'm still learning. Again! Thanks!
  4. Alright. Thanks for your reply! Although how would I make sure my block was created before the item? Also, how would I create the item without a static init? Because can't init not be referenced from a non static context?
  5. Hi, so first off, the crash log. http://pastebin.com/FpvuqtU9 Now, I've made the item for the bucket, but it crashes. Here is my init: public class ModItems { public static Item honeyBucket = new ItemHoneyBucket(); public static void init() { //ITEMS GameRegistry.registerItem(honeyComb, "honeyComb"); GameRegistry.registerItem(honeyBucket, "honeyBucket"); //Fluid Container FluidContainerRegistry.registerFluidContainer(ModBlocks.liquidHoney, new ItemStack(honeyBucket), new ItemStack(Items.bucket)); } } And here is my item class: public class ItemHoneyBucket extends ItemBucket { public ItemHoneyBucket() { super(ModBlocks.liquid_honey); this.setContainerItem(Items.bucket); this.setUnlocalizedName("honeyBucket"); this.setCreativeTab(CreativeTabBL.BL_TAB); this.maxStackSize = 1; this.setTextureName("honeyBucket"); } } As soon as I use the bucket to place the liquid in the world it crashes. The only thing I can figure is that I did something wrong with the FluidContainerRegistry. Thanks for any help!
  6. Well, that took me a bit to figure out but that did the trick! Thanks larsgerrits! What I'm exactly doing is making a sort of "hardmode" from Terraria for Minecraft. I've actually got a lot done in the past few days and the ore regen was really the only thing hindering me from making it a reality. Thanks again larsgerrits! The only downside with the method I'm using is that the ores can generate in man made structures below the Y coords for the ore generation. I really don't think there's a way around that. But as for now it works great!
  7. In 1.8 Mojang made Ocean Temples generate over already generated chunks. So I'm wondering if there is a method that I can use to do this on 1.8 generated worlds triggered by an event. If there isn't then its not the end of the world but I have no idea where to start with this so any help would be appreciated. Thanks!
  8. Ok so I've registered it where I register all my other blocks @GameRegistry.ObjectHolder(Reference.MOD_ID) public class ModBlocks { public static final BlockBL sbrick = new BlockSnowBrick(); public static final BlockBL icePulse = new BlockIcePulse(); public static final BlockBL orichalcumOre = new BlockOrichalcumOre(); public static final Fluid liquidElerium = new Fluid("liquidElerium"); public static void init() { GameRegistry.registerBlock(sbrick, "sbrick"); GameRegistry.registerBlock(icePulse, "icePulse"); GameRegistry.registerBlock(orichalcumOre, "orichalcumOre"); FluidRegistry.registerFluid(liquidElerium); } } Then I made another class where I construct (if that's the right word) the blocks and put this: public class BlockYourFluid extends BlockFluidClassic { @SideOnly(Side.CLIENT) protected IIcon stillIcon; @SideOnly(Side.CLIENT) protected IIcon flowingIcon; public BlockYourFluid(Fluid fluid, Material material) { super(fluid, material); setCreativeTab(CreativeTabs.tabMisc); } @Override public IIcon getIcon(int side, int meta) { return (side == 0 || side == 1)? stillIcon : flowingIcon; } @SideOnly(Side.CLIENT) @Override public void registerBlockIcons(IIconRegister register) { stillIcon = register.registerIcon("modid:fluidStill"); flowingIcon = register.registerIcon("modid:fluidFlowing"); } @Override public boolean canDisplace(IBlockAccess world, int x, int y, int z) { if (world.getBlock(x, y, z).getMaterial().isLiquid()) return false; return super.canDisplace(world, x, y, z); } @Override public boolean displaceIfPossible(World world, int x, int y, int z) { if (world.getBlock(x, y, z).getMaterial().isLiquid()) return false; return super.displaceIfPossible(world, x, y, z); } } Now I'm not entirely sure what to do from here. Do I make a new class to register the Block?
  9. I've tried following the Create a fluid (http://www.minecraftforge.net/wiki/Create_a_Fluid) tutorial but to no avail. I can't seem to understand how to actually register the block. If anyone has some time to help me understand how to do it or has a source with the correct way to do it, I would really appreciate it. Thanks for your time.
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