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TheSgtPunishment

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  1. My forge version is 1.7.10-10.13.2.1232, and how would I go about making sure the mod I want to use the assets from has loaded fully before mine?
  2. I'm just wondering if it's possible to "borrow" assets from other mods? I don't mean extract the textures and pack them with my mod, I mean in a pseudo code example If(chisel2.isLoaded) { Use textures } I've spoken to the chisel2 author / maintainer and he said something like "use getIcon() on the block" But I can't seem to find any documentation on how to go about doing this. Thank you for your time.
  3. Yeah, I tried to copy / change the BlockGrass class to meet my needs, but came out a sickly green, I do have an overlay image, and when I place that as the TOP image, it's transparent, but it's the same shade of green as the biome. Thanks for the top of the two-pass rendering, I'll have a look at it a.s.a.p. Thanks! The two pass rendering worked a treat! Not 100% what I was after, but I got it working at least, now I do have at least one major issue, and one slight annoyance. http://i.imgur.com/r3sJtYj.png As you can see the biome colouring works a treat, but the block / item rendering in my hotbar is messed up, and I don't know how to fix that, and finally the slight annoyance, is that the bottom of the block is still that sickly green. Here is the renderer class, the desire path class and the registry class Thank you again for pointing me in this direction!
  4. Hey, I've looked at the BlockGrass file for a while now, and I'm trying to replicate the whole colour the block depending on the biome thing. But I've ran into an issue, I'm making a "desire path" where it's a dirt block trimmed with grass on the top side, (The grass has been worn away) and I'm using the grass_side texture for the sides obviously, but I'm trying to use the "getSideOverlay" method as well as trying to make a "getTopOverlay" method and I don't think either is working, the top and sides of the block are a sickly green. Here's a pastebin of the class code, and a screenshot of the blocks http://pastebin.com/tX2F6dSQ http://i.imgur.com/q2Kmvob.png I have both the top layer with dirt and an overlay layer based on the 'grass top' texture
  5. I'm trying to update a mod to 1.8, but I want to use the most recent mappings, so I found a tutorial on how to use newer mappings. I'm using the latest version of forge and this version of the latest mappings, mcp_snapshot-20150205-1.8 http://pastebin.com/ecMXiuVZ I have no idea how to fix this issue
  6. People are using soul shards for inf mob essence with minefactory reloaded, and currently there's no api to tap into to prevent grinders producing mob essence I'm not seeing the problem. Let people play how they want. No need to police your playerbase. You might not see a problem, but this is an exploit and needs to be fixed.
  7. I have contacted skyboy in hopes he could add something to the api so we won't have to completely nerf the mobs dropping xp.
  8. People are using soul shards for inf mob essence with minefactory reloaded, and currently there's no api to tap into to prevent grinders producing mob essence
  9. Joy, I have no idea on how to do that lol, time to study
  10. I'm one of the members of Soul Shards: The Old Ways dev team and I'm trying to work how to prevent mobs spawned via the soul cages dropping xp when killed, here is the current code in the cagetile class As you can see, there's two spots that we tag mobs spawned from the cages with "SSTOW" that is to let the soul stealer enchantment from this mod not to count those mob kills towards a shard total, but you still get xp from said mobs, how do I disable it? I found a protected int by the name "getExperiancePoints" but I can't access it (Or at least my knowledge of coding is very limited and I don't know of a method to access it), so any help would be greatly appreciated tl;dr I want to stop mobs spawned with soul cages dropping xp on death
  11. Actually, if I look at that page you linked (Thank you by the way) a bit futher down (#L92) looks like that would be a better choice as it will return a byte value between 0 and 5... Now to hook into that to fire off the achievements (And figure out why an achievement I have already made is auto-giving)
  12. I've looked the code over and over, and I can't actually find (I'm more than likely blind) the code that fires the tier leveling... also, I have 2 achievements that seem to 'auto-unlock' as soon as you start the game... I think something screwed up in my code lol
  13. Basically a soul shard is a single item, when you craft it you get an 'unbound' shard, you have to kill something to bind the shard to that mob type, and you level it by killing more mobs of the same type e.g. Zombie, you need a default of 1024 kills to reach level 5 (Maximum level) but I know I'm not very good at java (I'm surprised I've managed to maintain / contribute to the mod at all)
  14. I'm trying to add achievements to an established mod (Soul Shards: Reborn by Moze_Intel) I've got crafting a shard/cage achievements already in the bag, but I'm trying to add an achievement for each tier of shard you can level up (Maximum 5) But I have no idea how to grab the NBT data to be used for said achievements, all the code is visible at github I'm not asking to be spoonfed any code, just would like it if someone could point me in the right direction. Thank you for your time.
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