Hi there! I got a bug regarding the mod for 1.10.2; it seems that when I add your mod the spawning of other hostile mobs (skeletons, spiders, etc.) disappear. Even when I go exploring caves no monsters appear. My difficulty was set to Normal btw.
Could this be incompatibilities with other mods I have?
Here is a list of 'em:
Finder Compass
Immersive Engineering
Just Enough Items
Jon's Useless Mod
MalisisCore
MalisisDoors
Pam's HarvestCraft
Recurrent Complex
RFTools
RFTools Dimensions
Storage Drawers
Tinkers Construct
Translocators
Village Box
Xaeros Minimap
I'm trying to figure out how could I check if the player was targeting a living entity when the item is right-clicked.
If it does, it will damage the item.
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer)
{
if (entityplayer.currentTarget instanceof EntityLiving)
{
itemstack.damageItem(1, entityliving);
}
return itemstack;
}
The following code above DOES NOT work, as currentTarget is a private variable (as it says in the error).
I would change the damage value upon use and I think there is a getter for the name in 'Item' which takes an item stack, so you can account for damage values.
Thanks, but...
I'm kinda confused at this... how will you do that in code? Can you give an example? I would really appreciate it.
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Could this be incompatibilities with other mods I have?
Here is a list of 'em:
Immersive Engineering
Just Enough Items
Jon's Useless Mod
MalisisCore
MalisisDoors
Pam's HarvestCraft
Recurrent Complex
RFTools
RFTools Dimensions
Storage Drawers
Tinkers Construct
Translocators
Village Box
Xaeros Minimap
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I've been looking at EntityPlayer/EntityLiving but I can't find anything.
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If it does, it will damage the item.
The following code above DOES NOT work, as currentTarget is a private variable (as it says in the error).
Is there any way around this?
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I LOVE YOU! Thanks so much for your tutorial! This really helped A LOT! Now I can complete my mod! :happy.gif:
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Can anyone lend a hand? Any help is appreciated. Thanks in advance~!
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Hahah, I've read the rules last year and I haven't re-read them since...
My apologies.
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Thanks, but...
I'm kinda confused at this... how will you do that in code? Can you give an example? I would really appreciate it.
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Example:
-> "Special Stone"
When it is used... it's name will changed into "Used Special Stone"
I was wondering if this is possible. If not, an additional tooltip would also suffice.
If so, how?
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Eh... Change, I mean by from an old name to a new name... only on the current item.
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Next, is it possible to change the name of an item once it's created?
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Thanks in advance, I'll be watching this topic. :3