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Kore

Forge Modder
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Everything posted by Kore

  1. Nevermind, I fixed it, thanks for the help Lex!
  2. yes, make it so each spawner you have crafted have a certain metadata and when placed if metadata = i then setMobID("mobName")
  3. yes, i thought it would be a bit laggy, the i=0;i<100;i++ means that the trees will try to spawn 100 times in a single chunk
  4. 1. Use the /forge/Install not the recompile 2.make sure you reupdate your minecraft.jar/minecraft_server.jar/MCP/forge
  5. Okay Lex, thank you for reply, what class am I supposed to make the instance of, my base class is the instance that I have right now.
  6. nevermind, heres your problem for (int n = 0; n < 100; n++) { int X = i + random.nextInt(16); int Z = j + random.nextInt(16); int Y = random.nextInt(); (new WorldGenObbywood(true)).generate(world, random, X, Y, Z); } fix it to this for (int n = 0; n < 100; n++) { int X = i + random.nextInt(16); int Z = j + random.nextInt(16); int Y = random.nextInt(10); (new WorldGenObbywood(true)).generate(world, random, X+(i*16), Y+64, Z+(j*16)); } in the generate you are only spawning trees in coords x 0-16, z 0-16
  7. do a getIndexFromDamage() I think thats it
  8. you could make the block have a metadata and by the metadata create a new MobSpawnerTileEntity and then do a public void setMobID(String par1Str) { this.mobID = par1Str; }//In MobSpawnerTileEntity based on the metadat you could make a switch with the correct mobID to be placed
  9. If you are using Risugami's ModLoader please use this forum http://www.minecraftforum.net/topic/75440-v146-risugamis-mods-updated/
  10. Here is the furnace recipes class change this to your class and edit the recipes
  11. let me get this straight, you go into your car then you go like 50 km south but you get out aand you are back in your garage? is that the problem?
  12. Just go to their website/forum and go to author contact or so and then ask them about it, I know that GregsTech removes the recipe for the MassFabricator in IC2
  13. Poi parla italiano, mi metterò una traduzione migliore.
  14. Its fine and you would need to put it inside of your own furnaceRecipes, (Im assuming your block is sortof a furnacelike block) and have it in that and when the input is this then output this this or this as the code is below
  15. Oh then you need to edit the recipes class and make if input == ItemInput ItemStack dropItem = null; int i = rand.nextInt(3); switch(i){ case 0: dropItem = new ItemStack(Item1, 1) } case 1: dropItem = new ItemStack(Item2, 1) } case 2: dropItem = new ItemStack(Item3, 1) }
  16. make sure you set the correct biome that it can spawn in
  17. What do you mean by random drop? A random item dropped when broken w/ the original block aswell or A random block with the original items or am I misunderstanding
  18. Inside BlockCatcher ContainerCatcher TileEnityCatcher
  19. Put it in a spoiler not code [glow=red,2,300]NOT LIKE THIS[/glow]
  20. Can you highlight the actual teleporting code and stuff to deal with dimensions, I will try to help if you would kindly post that
  21. You can also put it in your init method @Init public void Init(FMLInitializationEvent e){ LanguageRegistry.addName(this.blockName, "Name Here"); }
  22. 2012-12-25 00:08:53 [iNFO] [sTDERR] Caused by: java.lang.ArrayIndexOutOfBoundsException: 1 2012-12-25 00:08:53 [iNFO] [sTDERR] at net.minecraft.kingdomcraft.Blocks.TileEntityDNA.getStackInSlot(TileEntityDNA.java:25) look at the error message, it helps A LOT ________________________________________________________/\ PROBLEM: @Override public ItemStack getStackInSlot(int slot) { [glow=red,2,300]return inv[slot];[/glow] } FIX: At top private ItemStack[] inv; TO: private ItemStack[] inv = new ItemStack[length of this ItemStack Array];
  23. how can I fix this error(make my mod a network mod I have @NetworkMod(clientSideRequired = true, serverSideRequired = false) 2012-12-24 22:52:41 [WARNING] [ForgeModLoader] A mod tried to open a gui on the server without being a NetworkMod
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