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immibis

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Tree Puncher

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  1. For at least some of these libraries, they were deleted, and reuploaded with different paths. Forge needs to update the library paths for at least some of these: org.scala-lang:scala-parser-combinators_2.11:1.0.1 -> org.scala-lang:scala-parser-combinators:2.11.0-M4 (see http://repo.maven.apache.org/maven2/org/scala-lang/scala-parser-combinators) org.scala-lang:scala-swing_2.11:1.0.1 -> org.scala-lang:scala-swing:2.11.0-M4 org.scala-lang:scala-xml_2.11:1.0.2 -> org.scala-lang:scala-xml:2.11.0-M4
  2. Obviously RecipeSorter sorts recipes. Why do recipes need to be sorted, and why do they need to be sorted in such a complex way? (as opposed to, say, alphabetically by class name and then by output item ID)
  3. Item rendering uses Block.getIcon(int side, int metadata)
  4. Item rendering uses Block.getIcon(int side, int metadata)
  5. RedPower's "way of having more" is TileEntities.
  6. RedPower's "way of having more" is TileEntities.
  7. It's the possible results of right-clicking a bed. That's all.
  8. So enchant the item and put the enchanted item in the recipe? ItemStack enchantedTalisman = new ItemStack(/* stuff goes here */); /* enchant the item here */ GameRegistry.addRecipe(enchantedTalisman, /* recipe goes here */);
  9. I think this was from a server admin, not a modder - in which case, there's no way to do it currently.
  10. Currently, Configuration.getItem gets an "unshifted" item ID from the config file, which is the actual ID minus 256. There should be a similar function that gets a shifted/actual item ID from the config file, because storing the wrong numbers in the config file only confuses people.
  11. When overriding Block.isBlockReplaceable to return true, players can only replace the blocks if the block's material is also a "ground cover" material (currently snow, vine, water, lava or fire). The following change to Block.java fixes this: (line 888 in Forge 295) public boolean canPlaceBlockAt(World par1World, int par2, int par3, int par4) { int var5 = par1World.getBlockId(par2, par3, par4); - return var5 == 0 || blocksList[var5].blockMaterial.isGroundCover(); + return var5 == 0 || blocksList[var5].blockMaterial.isGroundCover() || blocksList[var5].isBlockReplaceable(par1World, par2, par3, par4); }
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