There is already a magic system set us along with several spells. Im now looking for ideas for types of spells types of armors and just general cool things that could be in the mod.
I'm looking for texture makers to help with my mod. If you would like to be accepted just leave a reply with some of your past work. If you help you get some perks inside the mod as well receiving credit when its finally released.
Im really not sure how to create a new liquid I also want it to be able to be stored in tail craft tanks if there any way some one can point me in the right direction or possibly show me to a tutorial.
I've been trying to modify vanilla minecraft things with out actually changing the base classes and compromising compatibility how can i do such a thing
Okay, first....what version of MC are you using, these tuts are for MC 1.4.7 and forge1.4.7-6.6.0.491<< the version I have been using. Second are you copying straight from you vanilla source? If so it wouldn't matter what version MC you have so long as you follow what changes I make as the code for the table and the furnace are the same, more or less, since 1.4.5. Lastly, PM me your class files for the table (all of them) in code form and I will try to look at it tomorrow, I work tonight so no dice on getting to it that soon.
Im not sure exactly how but its fixed. I was copying directly from your own crafting table tutorial and i was using forge 499.
Now I have a compleatly different question how can i save and int using nbt tags. I am currently using this code to save strings. I was wondering how to save int values
(new RecipesTools()).addRecipes(this);
(new RecipesWeapons()).addRecipes(this);
(new RecipesIngots()).addRecipes(this);
(new RecipesFood()).addRecipes(this);
(new RecipesCrafting()).addRecipes(this);
(new RecipesArmor()).addRecipes(this);
(new RecipesDyes()).addRecipes(this);
public class MagicCraftingTableGui extends GuiContainer
{
public MagicCraftingTableGui(InventoryPlayer par1InventoryPlayer, World par2World, int par3, int par4, int par5)
{
super(new ContainerWorkbench(par1InventoryPlayer, par2World, par3, par4, par5));
}
/**
* Draw the foreground layer for the GuiContainer (everything in front of the items)
*/
protected void drawGuiContainerForegroundLayer(int par1, int par2)
{
this.fontRenderer.drawString(StatCollector.translateToLocal("container.crafting"), 28, 6, 4210752);
this.fontRenderer.drawString(StatCollector.translateToLocal("container.inventory"), 8, this.ySize - 96 + 2, 4210752);
}
/**
* Draw the background layer for the GuiContainer (everything behind the items)
*/
protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3)
{
int var4 = this.mc.renderEngine.getTexture("/gui/crafting.png");
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
this.mc.renderEngine.bindTexture(var4);
int var5 = (this.width - this.xSize) / 2;
int var6 = (this.height - this.ySize) / 2;
this.drawTexturedModalRect(var5, var6, 0, 0, this.xSize, this.ySize);
}
}
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Using the player.setPositionAndUpdate(i, j, k); that you commented out i was able to get the player to teleport how that can help im not sure but if you get to values you want to match those peramiters then you can get it to work
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http://wuppy29.blogspot.com/2012/10/forge-modding-142.html
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Im not sure exactly how but its fixed. I was copying directly from your own crafting table tutorial and i was using forge 499.
Now I have a compleatly different question how can i save and int using nbt tags. I am currently using this code to save strings. I was wondering how to save int values
EDIT: I must have missed what i was looking for for any one looking for the answer its
so if you were trying to save an int your would change this
to this
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as well as on the .add portion of these lines
is it possible for you to help me or am i just making a basic mistake
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private List recipes = new ArrayList();
Collections.sort(this.recipes, new MagicCraftingTableRecipeSorter(this));
this.recipes.add(var17);
this.recipes.add(new ShapelessRecipes(par1ItemStack, var3));
for (var6 = 0; var6 < this.recipes.size(); ++var6)
{
IRecipe var12 = (IRecipe)this.recipes.get(var6);
I also get an error when trying to add my gui to the network registry
public class MyTools {
private MagicCraftingTableGui MagicCraftingTableGui = new MagicCraftingTableGui();
@Init
public void load(FMLInitializationEvent event) {
NetworkRegistry.instance().registerGuiHandler(this, MagicCraftingTableGui);
[CODE]/package MyTools;
import net.minecraft.client.gui.inventory.GuiContainer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.ContainerWorkbench;
import net.minecraft.util.StatCollector;
import net.minecraft.world.World;
import org.lwjgl.opengl.GL11;
public class MagicCraftingTableGui extends GuiContainer
{
public MagicCraftingTableGui(InventoryPlayer par1InventoryPlayer, World par2World, int par3, int par4, int par5)
{
super(new ContainerWorkbench(par1InventoryPlayer, par2World, par3, par4, par5));
}
/**
* Draw the foreground layer for the GuiContainer (everything in front of the items)
*/
protected void drawGuiContainerForegroundLayer(int par1, int par2)
{
this.fontRenderer.drawString(StatCollector.translateToLocal("container.crafting"), 28, 6, 4210752);
this.fontRenderer.drawString(StatCollector.translateToLocal("container.inventory"), 8, this.ySize - 96 + 2, 4210752);
}
/**
* Draw the background layer for the GuiContainer (everything behind the items)
*/
protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3)
{
int var4 = this.mc.renderEngine.getTexture("/gui/crafting.png");
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
this.mc.renderEngine.bindTexture(var4);
int var5 = (this.width - this.xSize) / 2;
int var6 = (this.height - this.ySize) / 2;
this.drawTexturedModalRect(var5, var6, 0, 0, this.xSize, this.ySize);
}
}
/[CODE]
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