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Xemrox

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    Male
  • Location
    Germany
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    I am new!

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  1. as far as i can see you missed the "tile." notation heres a bsp from my code (without your stringbuilder just for reference) for(int i = 1; i < 8; ++i) { LanguageRegistry.instance().addStringLocalization("tile.testblock.sub"+i+".name", "Maschine V"+(i+1)); } and this part is taken from my itemblock: @Override public String getItemNameIS(ItemStack itemstack) { return getItemName() + ".sub" + itemstack.getItemDamage(); } your problem seems to be the mymod.id and prefix. instead you have to use the blockname. (testblock in my case)
  2. As a side note: straight from the wiki.
  3. took me some time too, but heres the way how i did it. based of that your mod starts somewhere in common (my path would be something like "%MCPROOT%/forge/common/xemrox/testmod") and that your file is named "texture.png". (if you work with eclipse you most likely created the corresponding package) you would like to register it this way: MinecraftForgeClient.preloadTexture("/xemrox/testmod/texure.png");
  4. You made my day thx for that explanation! Now my basic questions are answered and i can go on with the network stuff without worrying that i do things straight against forge.
  5. thx for that info. but could someone tell me the use for a tileentity now? (except nbtflags, wich dont seem to work...) why shouldnt i reimplement the block with some extra network stuff?
  6. hi there finally i decided to create a forge account and ask a few questions. first off i am not new to modding games or programming at all, i am just new to minecraft/forge modding. the last 3 days i followed nearly all tutorials from the wiki and the subforums on how to do certain things with the new forge, but now i am at a point where i do not really understand how forge handles some things. i tried to create a block with subblocks consisting of "block" and "itemblock" with metadata. (working) after that i wanted to add the ability to rotate the textures on these blocks via a tool or as a start point my hand. therefore i added tileentities (of course with all the register functions etc...) everything goes the right way except the sync part. the first thing i noticed is that the tileentities get created on the client as well as on the server, so far no problem, but they do not share their nbtflags. so what happens: [*]i connect to my local server and activate my rotate function [*]no visual effect, but server recognized click and made his action, as well as client [*]after a few seconds the block rotates at the client side [*]reentering the server resets all rotated blocks to default now to the question part... (sorry for the long text hopefully you can now understand my questions) is it necessary to sync all tileentities by hand? if so is that the ominous packethandler stuff? do i need to add this to all entity related actions? how do i send this custom packet to the right target? (creating the packets and registering the packetmanager is ok got that allready) far off but another question: is there a "new" way of how to add sounds to forge? (cant get it to work with old tut) thx for all answered questions
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