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shadoskill

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Everything posted by shadoskill

  1. I am messing around with custom block rendering and such, I have gotten the block to render correctly in world. But the block in my Inventory is a flat square not a block with the wrong texture, not stone overlaid with for now glass. Renderer Code The things I tried with "renderInventoryBlock" didn't make any difference. Setting "shouldRender3DInInventory" to true makes the item invisible
  2. I am trying to find out if there is a way to add a crafting recipe that uses a item ONLY if it has the correct NBT value. Say ItemBanana has a NBT Integer value of 128, and ItemBanana is used in a shapeless crafting recipe but The recipe will only work IF ItemBanana's NBT is 100. I am sorry if they way I am trying to explain this is odd, but is something like this possible?
  3. I am not sure if its the proper way of doing it but. This works pulling out of creative or shift clicking. I have mine checking if its null first since I have info on my item depending on NBT public void addInformation(ItemStack itemStack, EntityPlayer entityPlayer, List list, boolean bool){}
  4. Yeah I kinda had a hunch I would have to use something like that.. Way over my head . I will have to go read up on transformers. But its not in my top list of priorities atm, but Thank you for showing me were to start!
  5. Okay so I figured out what I did wrong on how to just change the texture. But as for completely replacing the block, I got nothing. I probable will end up not needing to do it but it would be nice to learn how it would be done.
  6. Well I had some other changes before besides the textures, and I can work around that kind-of, but I wouldn't mind a built in way to do it instead of a separate resource pack.
  7. Okay so first off I know what I'am trying to do is WRONG you don't have to remind me. One of my mods I'am trying to port from 1.6.4 I had it get the vanilla ores from the block list and set them to null "Block.blocksList[block.oreIron.blockID] = null;" like that, then I re added my own version of the ore with a custom texture etc.. and added it to the forge oreDict. Everything worked out fine no crashes, all the ores I changed worked with every mod etc.. I can't seem to figure out how to do the same in [1.7.2]. Since ID's are "gone" now I realize that other mods might not like how I did that before, now. So if I can somehow change the vanilla ore's texture without having to give out a resource pack with my mod, that could work for now if its possable. But I still wouldn't mind figuring out how to do what I did before, now. P.S. Sorry if I explained this weird.
  8. >.> I think your gonna need a bigger desk... Or I need a better monitor, I swear those were the same... Also the fact I completely took b) the wrong way thinking you meant something else. Thank you tho, some things just need other people to point out stupid mistakes
  9. a) Thanks b) Not the issue at hand! I know that they are just haven't gotten to the intended function works before I tidy up old code part :3 world.spawnEntityInWorld(new EntityItem(world, worldX, worldY, worldZ, new ItemStack(tempBlock, 1))); Is not spawning anything at all.
  10. I am in the process of updating my mods from 1.6.4 to 1.7.2 and one of my items "a pair of shears" is supposed to be able to SilkTouch leaves depending on its NBT 0 or 1. The issue is that no matter what I ave it set to it just breaks leaf blocks like normal with the chance of dropping apples, and saplings. Here is the "onBlockDestroyed" http://pastebin.com/k31cSzzV as for switching NBT if that matters I just have a simple "onItemRightClick" if 0 set 1 etc, I can confirm it is switching with "addInformation".
  11. Not sure if this is the proper way to do it but its what works for me, "onBlockDestroyed" I check what block it is then, I set the block to 0 and then spawn a entity item were the block was. Since its glass really just spawn the entity.
  12. Yes you can! All you have to do is, take for instance ID's "IDList.java" or what ever you want to name it, inside "public static int Block1ID = 1234" then you can use that with "IDList.Block1ID". Same thing can be done for block / items.
  13. If you already know how to generate ore couldn't you just do a loop on gen to search for vanilla iron and replace it with your own? Its probably not the best way to do it but its an idea!
  14. I am attempting to remove experience points not levels from a player, I can add experience and remove levels. I have tried negative numbers etc..
  15. Look at ItemMap there is a onCreated and then just add Enchant.
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