Jump to content

r0schm

Members
  • Posts

    11
  • Joined

  • Last visited

Converted

  • Gender
    Undisclosed
  • Personal Text
    I am new!

r0schm's Achievements

Tree Puncher

Tree Puncher (2/8)

1

Reputation

  1. Moritz, I don't get your point. As far as I see there's still the OreDictionary with all the functionality. The OreDictionary.getOres(String name) still exists and it does so in Forge for 1.4.7, too. Because you know, how would RP2, IC2, Factorization and Thermal Expansion copper work together if not with the help of the OreDictionary. If you want to achieve something else, please specify your problem.
  2. Regarding the problem Chibill, as always, you should first of all look at Vanilla Minecraft code of blocks, items etc. which do the thing you want to achieve already. For your purpose I recommend you taking a look at the command block's TileEntity. It is found in net.minecraft.tileentity.TileEntityCommandBlock and you should take a look especially at the executeCommandOnPowered() method.
  3. Are you using the default model for the entity? Becaues then you have to stick to the texture format of the default minecraft skin.
  4. The path should lead to the place your file is when it's inside mod .zip/.jar. For that you should have a resource folder somewhere with a file structure like that: resource/mods/your_mod_id/textures/mobs/ (for your monsters). And then have the following inside the path variable: /mods/your_mod_id/textures/mobs/penguin.png or something similiar. And as far as I see, you are using a development setup that's pretty complicated to update (in comparison to other setups). I recommend you having a look at pahimar's video upon that topic and his Let's Mod-Series in general (Here's the link to the dev environment setup: )
  5. The id you assign to the block is too high. It has to be lower than 4096.
  6. Thank you very much, it worked. When I read your post, all seemed that obvious to me. I then recognized that you never really add the ItemBlock to the Creative Tab etc. and then everything was clear.
  7. Thank you very much, it worked. When I read your post, all seemed that obvious to me. I then recognized that you never really add the ItemBlock to the Creative Tab etc. and then everything was clear.
  8. The name issue was solved now, but the texture thing is remaining. It would be nice if someone could help.
  9. The name issue was solved now, but the texture thing is remaining. It would be nice if someone could help.
  10. Hey there guys, I'm pretty new to Forge development and since the 1.5 update came out a very short time ago, very many tutorials aren't updated yet. So I decided to ask my question here: I'd like to add a "Multiblock", a block with metadata and each of these has got is own custom logic, texturing etc. I got the basic block to work, but my extended ItemBlock doesn't work as I want it to. It doesn't draw the texture it should and it doesn't show the localized name it should have. Regarding the 2nd problem I think it's pretty much because I'm using the wrong key, but the first one is the major (I'm going to explain the 2nd problem first, because it's the easier one to solve). In my language XML files I'm using a key of the form "item.MultiBlockName.SubName.name" to set the localized name of the ItemBlock. Before i decided to do the thing with metadata it also didn't show me the localized string, back then I was using "block.BlockName.name" as key, was that right? That thing with MultiBlockName is because of the way I register the sub-blocks, I basically just do return MultiBlockName + "." + subNames[itemStack.getItemDamage()]; in getUnlocalizedName(ItemStack itemStack). Regarding my first problem: In the actual Block class I'm doing something like this for texture handling (The block with metadata 0 is meant to have one texture on a random site): @Override @SideOnly(Side.CLIENT) public Icon getBlockTexture(IBlockAccess access, int x, int y, int z, int side) { switch (access.getBlockMetadata(x, y, z)) { case 0: TileEntityFossile tileEntity = (TileEntityFossile) access .getBlockTileEntity(x, y, z); if (tileEntity != null) { if (side == tileEntity.getFrontSide()) { return fosFront; } } break; case 1: return ammonite; } return fosSides; } (The TileEntity basically just stores the side, the front should be drawn on) This code works like a charm for the block. But now I have the problem, that an Item(Block) handles its textures differently, so there is no way (as far as I know) to do the thing with the random side (in the inventory I actually want the front to be displayed on the right side of the block). Right now I'm trying to use this part of code (The references to BlockOrePC are pointing to the icons I've loaded in the block class because I don't want to have the textures in the items and in the blocks folder): @Override @SideOnly(Side.CLIENT) public Icon getIconFromDamage(int dmg) { if(dmg == 0) { return BlockOrePC.fosFront; } else { return BlockOrePC.ammonite; } } This code has 2 downsides: [*]It doesn't work [*]It only supports one texture for the whole block Any help would be appreciated. Btw, I based my whole multiblock-thingy on this tutorial: http://www.minecraftforge.net/wiki/Metadata_Based_Subblocks Greets r0schm
  11. Hey there guys, I'm pretty new to Forge development and since the 1.5 update came out a very short time ago, very many tutorials aren't updated yet. So I decided to ask my question here: I'd like to add a "Multiblock", a block with metadata and each of these has got is own custom logic, texturing etc. I got the basic block to work, but my extended ItemBlock doesn't work as I want it to. It doesn't draw the texture it should and it doesn't show the localized name it should have. Regarding the 2nd problem I think it's pretty much because I'm using the wrong key, but the first one is the major (I'm going to explain the 2nd problem first, because it's the easier one to solve). In my language XML files I'm using a key of the form "item.MultiBlockName.SubName.name" to set the localized name of the ItemBlock. Before i decided to do the thing with metadata it also didn't show me the localized string, back then I was using "block.BlockName.name" as key, was that right? That thing with MultiBlockName is because of the way I register the sub-blocks, I basically just do return MultiBlockName + "." + subNames[itemStack.getItemDamage()]; in getUnlocalizedName(ItemStack itemStack). Regarding my first problem: In the actual Block class I'm doing something like this for texture handling (The block with metadata 0 is meant to have one texture on a random site): @Override @SideOnly(Side.CLIENT) public Icon getBlockTexture(IBlockAccess access, int x, int y, int z, int side) { switch (access.getBlockMetadata(x, y, z)) { case 0: TileEntityFossile tileEntity = (TileEntityFossile) access .getBlockTileEntity(x, y, z); if (tileEntity != null) { if (side == tileEntity.getFrontSide()) { return fosFront; } } break; case 1: return ammonite; } return fosSides; } (The TileEntity basically just stores the side, the front should be drawn on) This code works like a charm for the block. But now I have the problem, that an Item(Block) handles its textures differently, so there is no way (as far as I know) to do the thing with the random side (in the inventory I actually want the front to be displayed on the right side of the block). Right now I'm trying to use this part of code (The references to BlockOrePC are pointing to the icons I've loaded in the block class because I don't want to have the textures in the items and in the blocks folder): @Override @SideOnly(Side.CLIENT) public Icon getIconFromDamage(int dmg) { if(dmg == 0) { return BlockOrePC.fosFront; } else { return BlockOrePC.ammonite; } } This code has 2 downsides: [*]It doesn't work [*]It only supports one texture for the whole block Any help would be appreciated. Btw, I based my whole multiblock-thingy on this tutorial: http://www.minecraftforge.net/wiki/Metadata_Based_Subblocks Greets r0schm
×
×
  • Create New...

Important Information

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