tattyseal
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Posts posted by tattyseal
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To send data to the server you would have to create a custom packet (IMessage) along with a handler (IMessageHandler) and a NetworkWrapper for your mod using NetworkRegistry.INSTANCE.newSimpleChannel.
All it'd have to do is contain the relevant data (x,y,z) and on the handler get the tile entity at that location and update your data.
Hope this helps in some way
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1) How are you launching Minecraft in your Run Config?
2) Was it working before?
3) How did you set up your enviroment?
Also, should be in modder support I think.
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Hi yesterday evening i'd like to play a bit minecraft, so i startet my serever. Then i started minecraft but the launcher didn't even apear. So i deletet minecraft and later java but it wont work. I'm glad if you could help me thanks.
What do you mean by 'won't work'. If you can get the launcher open and play the game give us the log from .minecraft/logs/fml-client-latest.log.
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This is the code of block B. But now, I can't right click on it.
This is the code of block B. But when I right click on Block B , it's crash.
package mod_io.blocks; import mod_io.TileEntity.TileEntityA; import tinker_io.main.Main; import net.minecraft.block.BlockContainer; import net.minecraft.block.material.Material; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.tileentity.TileEntity; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockB extends BlockContainer { public BlockB() { super(Material.rock); setBlockName("blockB"); setCreativeTab(Main.ModIoTabs); setHarvestLevel("pickaxe", 1); setHardness(3); } private static IBlockAccess access; public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9) { if(!world.isRemote) { TileEntityA t = (TileEntityA) access.getTileEntity(x-1, y, z); if(t != null){ t.processActivate(par5EntityPlayer, world); } } return true; } public boolean hasTileEntity(int metadata) { return true; } @Override public TileEntity createNewTileEntity(World p_149915_1_, int p_149915_2_) { try { return new TileEntityA(); } catch (Exception var3) { throw new RuntimeException(var3); } } }
The issue is that you make your own instance of IBlockAccess and use that, the
World world
that is passed into onBlockActivated implements IBlockAccess. Use that,
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hey Guys.
when i try to open by GUI i get this error.
this one occurs when the game gets closed.
http://pastebin.com/uvSe80Ca : my Block Class.
http://pastebin.com/sKTY42PV : my Tile Entity.
http://pastebin.com/FJ6mxWR5: my GUI.
http://pastebin.com/H8zD2GkF : my Container.
http://pastebin.com/bDmb74rF : my GUI Handler.
hope you can help me guys...
You need to return your Container on your Server and GUI on your Client.
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private static final ResourceLocation texture = new ResourceLocation("downgrademod/textures/blocks/slime.png");
should be
private static final ResourceLocation texture = new ResourceLocation("downgrademod", "textures/blocks/slime.png");
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If YOU need it so much, why not make a Pull Request? We are not here just to make your job easier. Galacticraft already does this, so its not "impossible".
PR is an option, but it is hard to make the PR for this due to many reasons.
1. Galacticraft only changes the behavior of Player.
Of course there are some alien mobs, but they are custom mobs by Galacticraft which can easily be modified (for Galacticraft).
2. Modifying Gravitation Effect is not that easy. For gravitation effect is hard-coded, and each entities got different methods for gravitation. Plus, there are custom entities added by mods which would have different mechanism of gravitation.
3. If this would made as a PR, it will contain so many changes. It would make the PR hard to accept.
If you think a PR will be hard to accept, who do you expect to do this? PR or a patch by one of the Forge Team, they would both contain the same amount of changes. You don't even need this in forge, use ASM or Reflection. I will say 1 thing. If you want this, you will most likely need to do it yourself and PR it.
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I'm making Stellarium mod, and I want to modify gravitation in minecraft.
But there is no unified method of applying gravitation in current minecraft forge,
It is impossible to apply modified gravitation for all of them. (Considering all mod entities...)
So I'm looking forward to the hook for gravitation.
It could be getGravitationAcceleration method in WorldProvider class,
Or Gravitation Registry, or GravitationMultiplierEvent...
or whatever.. I really need it, anyway.
If YOU need it so much, why not make a Pull Request? We are not here just to make your job easier. Galacticraft already does this, so its not "impossible".
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Updated the OP with new information
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Maybe try putting it in an actual mod. Minecraft needs to initialize these classes first.
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Permission to facedesk?
In BlockState there is a getBlock() method -.-
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This is a Forge Forum. We do not support Base Editing here.
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What are you wanting in your "Custom Client". Everything that you could probably want can be done in Forge with no need to edit base classes. Base Editing is not supported.
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if(event.smelting.stackTagCompound.getString("Owner")== null)
should be
if(!event.smelting.stackTagCompound.hasKey("Owner"))
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Use setupDecompWorkspace not setupDevWorkspace.
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i found an event i thought i could use, FMLConstructionEvent.
but when i use it, all the urls in it, get resource("") : Enumeration<URL>, geturls : URL[], findResource() : URL
all return null.
For what you are trying to do, I don't think you need a classloader.
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Tho I perfer people manually using the installer {well, manually downloading it}
https://github.com/MinecraftForge/Installer
It's open source, you can see what all it is doing.
I think I will keep it running the Forge Installer to keep everyone happy. .
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Hello,
I am working on a modpack installer that installs packs to the Vanilla Launcher and adds profiles for them and sets them up right. Currently it runs the Forge installer and the user has to run through it like they would normally, I don't know whether to keep it like this, or make my installer download the libraries required by Forge itself.
If so, I could not find where the Forge installer downloads its libraries from. Does the version file Forge creates in the launcher download the libraries for it, or does the installer do this?
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If you mention anything about a cracked client for any reason, you get a free warning, maybe even a ban.
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I reckon this is more up to modders than anyone else. And a library probably would not be used too much by modders as it is easy to implement yourself if you are experienced enough
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It seems like a Biomes o' Plenty issue for the first 2. And the 3rd one I have encountered a few times with FML 1.8.
All I can really say is report it to Biomes o' Plenty.
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@SubscribeEvent public void onBreakBlock(BreakEvent event, [b]Block block, EntityPlayer player, int meta[/b]) { if(block instanceof BlockLog){ ...... } }
The method only takes the event not Block block, EntityPlayer player, int meta. The event will contain all of the info you require.
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Post the log from ./logs/fml-server-latest.log, or as diesieben07 said. Your thread will most likely be closed.
[1.7.10] Reach. need help.
in Modder Support
Posted
1.7.10 is no longer supported in this forum.