Jump to content
  • Home
  • Files
  • Docs
  • Merch
Status Updates
  • All Content

  • Advanced Search
  • Existing user? Sign In  

    Sign In



    • Not recommended on shared computers


    • Forgot your password?

  • Sign Up
  • All Activity
  • Home
  • Choonster

Choonster

Forge Modder
 View Profile  See their activity
  • Content Count

    5047
  • Joined

    July 19, 2015
  • Last visited

    11 minutes ago
  • Days Won

    72

 Content Type 

  • All Activity

Profiles

  • Status Updates
  • Status Replies

Forums

  • Topics
  • Posts

Calendar

  • Events
  • Event Comments

Everything posted by Choonster

  • Prev
  • 195
  • 196
  • 197
  • 198
  • 199
  • 200
  • Next
  • Page 200 of 200  
  1. Choonster

    [1.8] how do I use localization for more then blocks, creative taps and items?

    Choonster replied to dark2222's topic in Modder Support

    You can use StatCollector.translateToLocal to translate a key (e.g. "translation.test.none") to the current language.
    • July 24, 2015
    • 4 replies
  2. Choonster

    [1.8] [Solved]Using shaders in workspace works fine but crashes when compiled?

    Choonster replied to Looke81's topic in Modder Support

    Ah, I wasn't entirely sure what ObfuscationReflectionHelper was for. Thanks for informing me. ReflectionHelper won't automatically obfuscate/deobfuscate names for you, but it does let you provide both the MCP and SRG names of a field/method to save you the trouble of using reflection on both names individually.
    • July 24, 2015
    • 15 replies
  3. Choonster

    [1.8]How know if the player is steve or alex, forze change the player texture?

    Choonster replied to perromercenary00's topic in Modder Support

    AbstractClientPlayer#getSkinType will return "slim" or "default" depending on whether the player is using the Alex or Steve skin type, respectively. To change a player's skin, call AbstractClientPlayer#getPlayerInfo using reflection to get the player's NetworkPlayerInfo then use reflection to set the NetworkPlayerInfo#locationSkin field.
    • July 24, 2015
    • 1 reply
  4. Choonster

    Error with proxys 1.7.10

    Choonster replied to PixelPacker's topic in Modder Support

    Your @SidedProxy annotation doesn't match the actual location of your proxy classes. Namespaces are case-sensitive, com.Northcraft.mod is not the same as com.northcraft.mod.
    • July 24, 2015
    • 2 replies
  5. Choonster

    [1.8] [Solved]Using shaders in workspace works fine but crashes when compiled?

    Choonster replied to Looke81's topic in Modder Support

    Which line is 150? Your reflection probably won't work on obfuscated clients since the method is present with its SRG name (EntityRenderer#func_175069_a) rather than its MCP (deobfuscated) name. FML's ReflectionHelper and ObfuscationReflectionHelper will help with this.
    • July 24, 2015
    • 15 replies
  6. Choonster

    [1.8] How can I get my custom MapGen structure to generate?

    Choonster replied to TheEnderKiller's topic in Modder Support

    ChunkProviderGenerate has a fixed number of fields containing the vanilla structures to generate, but you can replace them with your own using InitMapGenEvent. You may be able to extend MapGenVillage to generate both vanilla villages and your own villages, but it would probably be a fairly hackish solution.
    • July 24, 2015
    • 7 replies
  7. Choonster

    How to make it so you have creative mode flight if you right click an item.

    Choonster replied to Morpheus420's topic in Modder Support

    Override Item#onItemRightClick to toggle the EntityPlayer's flight ability using the fields I described in my original post. You'll probably want to do this on the server and call EntityPlayer#sendPlayerAbilities to sync it with the client (I haven't tried to implement this, so I'm not entirely sure).
    • July 23, 2015
    • 5 replies
  8. Choonster

    How to make it so you have creative mode flight if you right click an item.

    Choonster replied to Morpheus420's topic in Modder Support

    The EntityPlayer#capabilities field holds the player's PlayerCapabilities instance. The PlayerCapabilities#allowFlying field controls whether or not the player can fly.
    • July 23, 2015
    • 5 replies
  9. Choonster

    Log and Log2

    Choonster replied to busterbrown1999's topic in Modder Support

    It seems that IRecipe#getRemainingItems was only added in 1.8. I'm not sure it's possible to do this with vanilla items in 1.7.10. For your own items, you can use the container item system to damage the item with each craft. I have an example of this here.
    • July 23, 2015
    • 6 replies
  10. Choonster

    Log and Log2

    Choonster replied to busterbrown1999's topic in Modder Support

    To use ore dictionary ingredients, you need to create a ShapedOreRecipe or ShapelessOreRecipe and add it with GameRegistry.addRecipe. To make a recipe that damages an axe, you need to create your own recipe class. I wrote a class here that does exactly that (I add an instance of it here). This doesn't support ore dictionary ingredients, but you could adapt it to extend ShapelessOreRecipe instead of ShapelessRecipes.
    • July 23, 2015
    • 6 replies
  11. Choonster

    [1.8] How can I get my custom MapGen structure to generate?

    Choonster replied to TheEnderKiller's topic in Modder Support

    Do you want to add buildings to existing villages or create your own villages from scratch? If it's the former, I explain how to do that briefly here. If it's the latter, you may be able to use FML's IWorldGenerator as a wrapper for your MapGenStructure class (since MapGenStructure sets blocks in the World directly rather than using the Block array like other MapGen classes).
    • July 23, 2015
    • 7 replies
  12. Choonster

    implemented block missing texture

    Choonster replied to FRA32's topic in Modder Support

    Do you have a blockstates file for the new block? Try following The Grey Ghost's blog post on troubleshooting model errors.
    • July 22, 2015
    • 1 reply
  13. Choonster

    [1.7.10] Creative Tab Custom GUI

    Choonster replied to parabolah's topic in Modder Support

    If you look at the usages of CreativeTabs#getBackgroundImageName, you'll see that it's only used on this line of GuiContainerCreative: this.mc.getTextureManager().bindTexture(new ResourceLocation("textures/gui/container/creative_inventory/tab_" + creativetabs.getBackgroundImageName())); So your texture needs to be in assets/minecraft/textures/gui/container/creative_inventory/tab_<name> rather than your mod's regular assets folder.
    • July 22, 2015
    • 2 replies
  14. Choonster

    Create Custom Potion Effect 1.7.10

    Choonster replied to Concussion909's topic in Modder Support

    LivingAttackEvent would indeed be a better choice for this. For some reason I thought it was fired when a living entity attacked something rather than when a living entity is attacked by something. You should be able to use e.source.getSourceOfDamage() to get the attacking Entity (like your original code), Entity#attackEntityFrom to attack the mob and Event#cancel to cancel the event (preventing the damage to the entity with the potion effect). instanceof will simply return false if used with a null value, so you don't need to explicitly check for null before using it.
    • July 21, 2015
    • 12 replies
  15. Choonster

    [1.8] [SOLVED] Water and coral in one block?

    Choonster replied to skyfir3's topic in Modder Support

    You don't need to include water in your model, just set the block's Material to water and add the BlockLiquid.LEVEL property to your BlockState with a default value of 15. You'll also need to register a custom StateMapper to ignore this property when looking for the model. You can see how BoP does this here and how I do it here.
    • July 21, 2015
    • 3 replies
  16. Choonster

    Block Model

    Choonster replied to GrandMasterRubix's topic in Modder Support

    In your blockstates file you have "particle": "blocks/wool_colored_light_blue", this is wrong because Minecraft expects each value in the "variants" object to be an array or an object but you've used a string. Particles are only defined in models anyway, so you should delete the line entirely.
    • July 20, 2015
    • 4 replies
  17. Choonster

    Create Custom Potion Effect 1.7.10

    Choonster replied to Concussion909's topic in Modder Support

    LivingUpdateEvent doesn't have a DamageSource source field (because it's not at all related to an Entity taking damage). You shouldn't need to manually remove the PotionEffect when it runs out, EntityLivingBase will do that automatically. If you want to react to and cancel damage received by an EntityLivingBase, subscribe to LivingHurtEvent instead.
    • July 20, 2015
    • 12 replies
  18. Choonster

    Can't get textures to work in 1.8

    Choonster replied to ImaFool's topic in Modder Support

    Your preInit method has FMLInitializationEvent as its parameter instead of FMLPreInitializationEvent. This means it's still being called during init instead of preInit.
    • July 19, 2015
    • 16 replies
  19. Choonster

    Change the way VanillaBlocks are rendered[1.8]

    Choonster replied to ItsAMysteriousYT's topic in Modder Support

    You can replace vanilla's block models with a resource pack.
    • July 19, 2015
    • 1 reply
  • Prev
  • 195
  • 196
  • 197
  • 198
  • 199
  • 200
  • Next
  • Page 200 of 200  
  • All Activity
  • Home
  • Choonster
  • Theme
  • Contact Us
  • Discord

Copyright © 2019 ForgeDevelopment LLC · Ads by Curse Powered by Invision Community