Jump to content

FishTickler

Members
  • Posts

    19
  • Joined

  • Last visited

Converted

  • Gender
    Undisclosed

FishTickler's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. Yes, it does. At least when it comes to textures and other resources. It used to, but it doesn't in recent versions. I'm not sure when that changed though as I skipped 1.7.2 etc and went from coding for 1.6.4 to 1.7.10. In all of my 1.7.10 mods I've used a mixed case MODID as above without any issues, including for referencing textures, custom sounds etc. Obviously you still use resource folders named with all lower case, the MODID is simply made lower case on the fly when you refer to any resource within that file structure.
  2. As it turned out I'd made a small mistake in putting the block name together but it helped a lot knowing the correct format so thanks a lot! Here's an example of how I used it, just in case anyone else comes across this later: this.blockInactive = "AdvancedLamps:BlockAdvancedLampCore" + this.blockColor; this.blockInactiveAsBlock = GameData.getBlockRegistry().getObject(this.blockInactive); this.blockActive = "AdvancedLamps:BlockAdvancedLampCore" + this.blockColor + "Active"; this.blockActiveAsBlock = GameData.getBlockRegistry().getObject(this.blockActive); Also, for future reference, I did some testing and the case of the MODID doesn't actually matter.
  3. I'm having an issue using GameData.getBlockRegistry().getObject() to convert a String to a Block, whatever I use as the String it's using net.minecraft.block.BlockAir every time as it fails to find blocks from my mod. For vanilla blocks I just give the unlocalized name (e.g. "cobblestone"), which works fine (so I know my code is sound) but it cannot find my own custom blocks this way. Iv'e tried supplying it with: "BlockName" "BlockRegistry.BlockName" "MODID:BlockName" Where BlockRegistry is the class registering the blocks, BlockName is the unlocalizedName of the block, and MODID is the actual MODID... none of these work. I'm probably missing something really obvious but it's driving me nuts, can someone please point me in the right direction as to what String format I should use?
  4. You misunderstand me, the question relates to identifying which function in the vanilla code causes some zombies to render without a head, my own code (and texture map) is not relevant. Although you did give me an idea... if the headless zombies are actually rendering a head but offsetting the texture for the head box to a blank part of the texture map then adding an 'extra head' to the correct part of the texture map might be a reasonable workaround... although it would be more efficient and tidy to just override the responsible function if I can pin it down. Something to think about, so thanks Edit: Yep that's what's going on, somewhere in a zombie class (presumably render) a function is randomly applying an offset to the texture in regards to the head box, just need to find it now! Ok so, basically to get around this by stacking the texture (making a copy directly below), trimming off everything except the head, and then shifting the extra head down by 2 pixels for a vanilla 16x texture, 4 pixels for a 32x texture etc. You can even use this method, as I now intend to do, to make your mob occasionally have an alternative head! Although I'm still interested in finding the function that is responsible for randomly applying the offset.
  5. I'm working on a mob which is essentially just a rescaled & re-textured zombie with some extra features and AI tweaks, the problem is that like zombies it spawns minus its head every so often and I can't seem to figure out which function is responsible, I'd like to be able to override it so that my mob never spawns without a head. I've been over the zombie render and entity classes multiple times and its driving me nuts, can anyone point me in the right direction?
  6. Fair enough, I figured that was probably the case, I ended up commenting out a couple of big chunks of code and doing it that way
  7. Ok so I'm working on updating a mod and it's a bit of a mess at the moment but I'd like to compile even though it has several errors so I can replace a single class file in the mod now rather than waiting so I can test if something is fixed, the class file in question does have a couple of errors but nothing that would be an issue if the class was dropped into the old version. Is it possible to force gradle to ignore the errors and build anyway?
  8. Hi, I realise this is probably a stupid question and I apologise in advance! I want to take a look at the class files for some of the foods so I had a look under net.minecraft.item, I found ItemAppleGold.class but no other food items and after a lot of looking around I still can't seem to find where they are hiding, can someone point me in the right direction please. Edit: Yep it was a stupid question, they don't exist! If anyone else comes across this, most food items don't have a class of their own, they are just extensions of ItemFood.
  9. Wow, got a fresh copy, used 'gradlew.bat build' as per the tutorial and bingo I have the mod compiled, so much easier than the old way! No idea why my other copy of the source had the old batch files in it though, thanks a lot
  10. Interesting, sounds like I need a new copy then as the zip I downloaded back in February (forge-1.6.4-9.11.1.964-src) has all the usual batch files =/ I'll take a look now, thanks!
  11. That's the build I'm using and also the build I originally compiled the mod with (several times) when I was developing it, sorry for originally posting in the wrong place by the way!
  12. Ok so I needed to make a couple of changes to one of my mods for 1.6.4 and I just can't seem to get it to recompile/reobf, it's been a few months since I touched it because I've been seriously busy so I'm thinking I'm missing a step or doing something basic wrong but I can't seem to figure out what, steps I'm doing are; 1) Install using install.bat, let it complete and decompile. 2) Copy source files to forge/mcp/src/minecraft/net/minecraft 3) Run recompile.bat (completes successfully). 4) Run reobfuscate.bat... completes without errors but no changes are found so files are not generated in the reobf folder. Could someone please tell me what I'm missing, it's driving me nuts :-/
  13. Two hours of digging through code and checking it over and guess what... there's absolutely nothing wrong with the code above, it works perfectly, I had a typo in the main class that was messing it up! I'll leave it here for future reference in case anyone else wants to know how to open an enderchest inventory using an item
  14. An easy option for an initial test is generate it at high levels and a high frequency making it very easy to spot, then you can reduce those values once you're happy it is generating, that's what I do
  15. I'm fairly new to modding but I have made a few that add items, blocks, world gen, crafting recipes etc, but this has me stumped, the item appears in game as it should etc but right-clicking with it does nothing, there isn't really much code to it, it's just supposed to open the enderchest inventory on right click, so I'm thinking I must be missing something simple! package ender.stuff; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.InventoryEnderChest; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class EnderLink extends Item { public EnderLink(int id) { super(id); maxStackSize = 1; setUnlocalizedName("EnderLink"); } public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { InventoryEnderChest inventoryenderchest = par3EntityPlayer.getInventoryEnderChest(); if (inventoryenderchest != null) par3EntityPlayer.displayGUIChest(inventoryenderchest); return par1ItemStack; } } If anyone can tell me where I am going wrong it would be much appreciated! *Edited code based on suggestion from elsewhere but still not working
×
×
  • Create New...

Important Information

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