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Draco18s

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Everything posted by Draco18s

  1. Your save function doesn't save the NBT back to player.worldObj.getWorldInfo().getNBTTagCompound() in any fashion.
  2. ... What part of "these don't match and they need to" do you keep not getting?
  3. You mean multiply by 100, round to the nearest int, then divide by 100? actualX = configX / intendedDefaultScreenWidth * currentScreenWidth Ditto for Y
  4. "Could not load texture, using fallback" is an error. It shows up when it can't find the indicated texture. Post that. LanguageRegistry.addName(lightBlock, "Light Block"); Do not use the language registry. http://www.minecraftforge.net/forum/index.php/topic,16277.msg82670.html#msg82670 package com.mod.Mod; GAH! Please use intelligent package names >..< public static final Block lightBlock = new LightBlock(2900,Material.ground).setCreativeTab(CreativeTabs.tabBlock).setResistance(4f).setHardness(4f).setBlockName("test").setLightLevel(0.8f); AHHH! So many problems with this. 1) Don't use static IDs like that, use a config file 2) Don't define your blocks outside of a function like that, do it in your preInit function. That way you can get access to the config file. 3) Move all those setXXX() functions inside your block class. Yes, I know vanilla did it this way, but vanilla doesn't have to deal with: 1) Config files. It's blocks are vanilla and will never have ID conflicts 2) Can define its blocks whenever the hell it wants to (on 3, it's just cleaner) Pirple Are you intentionally misspelling this word? public static final String MODID = "examplemod"; Please use the same asset folder directory name as your mod ID. This makes things clean and tidy. Last thing: Screenshot of the directory to your texture files.
  5. Why not? I use it all the time Because you know what it's for. All these newbs go and do stuff like this: function someArbitraryFoo(World world, int x, int y, int z) { if(!Minecraft.getMinecraft().getWorld().isRemote) { //do stuff } } Because they think that's the only way to get access to a world object. It's like, "hello, it's passed to you" or "hello, that object contains a reference to its own world object" or "hello, you're coding inside an entity, it has one already."
  6. 1) Your item class has no package declaration. This is bad practice. 2) I don't know what your declared mod ID is, but if it is "mainclass" that is an awful mod ID. 3) Did you put your texture inside a folder called "items" inside the directory you indicated? 4) You didn't post an error message 5) You didn't post your main mod file
  7. Because onItemRightClick is run both client and server side. I know, it doesn't make any sense. Just realize that the client and server are doing different things, but the client sees both because particles actually DO exist on the server.
  8. Every time you need to do something that alters the world, or objects within it (and checking not-remote). Every time you need to do something that is specific to the person-who-is-playing (rendering, input, etc). Also, never ever use Minecraft.getMinecraft() for any reason.
  9. What part of "run gradlew elcipse" did you not understand?
  10. And the log file that says it failed to load the images?
  11. They're foxing variables. Tdoor is the name of your CLASS.
  12. Not if the part that's causing it to not work is part of a chunk of code you overrode from the BlockDoor class. And yes, you'll need to redeclare those two variables because they're private. They just hold the various icons.
  13. Did you run gradel setupDecompWorkspace and then after it was done run gradel eclipse?
  14. Probably because that particular GUI is looking for a TileEntity that doesn't exist. Might want to take a peek inside vanilla's GUI code and make sure.
  15. The way I'd do it is this: Look for the config, if it's not there, request it from the server. Server sends the config, client saves it. Now read the file and set up the GUI. Also, you can totally read and write NBT files instead of text files if you want to, and NBTs can be serialized and sent via packets super easy. They're a little trickier for people to edit, but NBTexplorer is readily available for all operating systems.
  16. The...wait for it....spoiler tag! [spoiler]Your hidden text[/spoiler]
  17. Basically it's "whatever_you_want_translated=the translation" My mod has quite a few.
  18. Double check that your file and folder names are all lower case and check for typos.
  19. If you changed the texture location string as indicated...no, it's not.
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