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MiCr2

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  1. Hey guys, is there a way to set one smelting recipe for furnaceA but not be able to be smelted in furnaceB? For example: Let's say I want to smelt coal ore in furnaceA, but if I were to try and smelt it in furnaceB it wouldn't work and the same vise-verse with a different block. And also, would it be possible to make it that the furnace has to smelt 3 ores in order to make 1 ingot? I couldn't find it anywhere. Thanks - MiCr2
  2. To add enchantments to tools, for example, is the same as it was in 1.3.2 I think. Here's the code: public int getItemEnchantability() { return this.toolMaterial.getEnchantability(); } Quoting from the ItemTool.class: Return the enchantability factor of the item, most of the time is based on material. I find Wuppy's tutorials very helpful: http://wuppy29.blogspot.nl/2012/10/forge-modding-142.html He's re-writing all the tutorials to 1.4.5 at the moment. With forge, its more of a guessing and experiment game. You have to look in the minecraft files to see how to code certain things, for example, if I want to add features to my custom grass block, I'd look in the BlockGrass.class You will spend a lot of time huffing and puffing and getting frustrating when something doesn't work and you can't find a tutorial. Useful classes are: GameRegistry.class LanguageRegistry.class They contain the code that goes in the main mod class. Hope this helps
  3. Hi forge modders, I've spent countless hours in trying to find a tutorial both here and else where, but I can't find any good tutorials. Please don't answer with "Look at wuppy's blog" he uses the Dimension API, I'm wanting to use just forge. I've already tried it with the Dimension API, it loads the world, but the wrong blocks, I made a biome for the world with my own custom blocks, but I get errors. So I have to put in Block.grass.blockID even then, then world just generates stone (my custom stone block). So unless you know how to fix this, I would appreciate if you could help with just using forge. Also don't just say: "Look at the Dimension Manager" and leave it at that, I've seen many posts like this and that just does not help at all. Sorry for sounding rude or something like that, but this is getting frustrating. Progress so far: I created the portal class, worldproviderlimbo class (that's the name of the dimension, limbo), chunkproviderlimbo class and a teleport class. The error I get is that it couldn't load the world Limbo. In the main class, I got: DimensionManager.registerProviderType( 2, LimboWorldProvider.class, false); DimensionManager.registerDimension( 2, 2);
  4. Thanks, I worked it out now, the full code is public int getBlockTextureFromSideAndMetadata(int par1, int par2) { switch (par2) { case 0: return 0; case 1: return 2; default: return 0; } }
  5. Time to be a noob now, but I'm learning.... That code goes in the class i.e. NewGrass right? Is there more codes to it? Because what I've tried so far, it loads the wrong texture.
  6. I followed that tutorial about adding custom textures, but I still get an error in the code with proxy.registerRenderThings(); The error is: Syntax error on token "registerRenderThings", Identifier expected after this token I have no idea what this means. I've done everything else correctly. http://pastebin.com/T6a8igZU (<----CommonProxyAether) http://pastebin.com/UyKXVaCk (<----ClientProxyAether) http://pastebin.com/xNKzUtbf (<----- Main class)
  7. Yes, thank you! Another question, when I place a block, I get a warning: Warning: Texture /aetherBlocks.png not preloaded, will cause render glitches! Whats the code for this? I can only find old code, I need it for 1.3.2 Edit: Nvm, found it.
  8. Hi, So I'm adding new blocks, and one of them is like grass. I want to be able to have the same texture style as grass. This is what it looks like at the moment: In the middle you got the dirt and next to it is the grass. (Forget the far left block, its rock) So whats the code to make it look like grass?
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