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    posted a message on Stops detecting?!?!?!?!

    You have timer inside timer...Why did you think it would work ?

    Posted in: Modification Development
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    posted a message on Config does ignor code[i am stupid ^^]

    Your for loop doesn't start. There is only one way for that to happen.


    I'd also suggest you to split the itemlist array into multiple arrays. And keep a global id count. There is no point having all those if's.

    Posted in: Modification Development
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    posted a message on How should I handle MC versioning in Git?
    To create a branch:

    git branch 'branchname'

    To switch repo to the branch:

    git checkout 'branchname'

    To push changes to remote:

    git push origin 'branchname'

    You could also use github

    Posted in: Modification Development
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    posted a message on Rendering Item on Tile Entity in 1.8

    Did you register this renderer in ClientRegistry, by the way ?

    Posted in: Modification Development
  • 0

    posted a message on Rendering Item on Tile Entity in 1.8

    for (int i = 0; i >= inv.length; i++)


    This line is hardly going to run anything.

    Posted in: Modification Development
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    posted a message on How Do I Decompile A Mod?

    There is also a chance the mod would simply work in 1.6.2, even if it was compiled on 1.6.4.

    "Srg-obfuscated" compiling was already available at the time. And i don't remember big changes from those versions in Forge.

    Posted in: Modification Development
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    posted a message on Tile Entity doing weird stuff with server

    @Override
    public IBlockState onBlockPlaced(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer)
    {
    int dir = MathHelper.floor_double((double)(placer.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
    worldIn.setBlockState(pos, this.getStateFromMeta(dir));
    return this.getDefaultState().withProperty(FACING, placer.getHorizontalFacing().getOpposite());
    }


    This method already means the block will be placed.

    Do not #setBlockState, simply return the correct IBlockState.

    In other words, remove the two above lines.

    Posted in: Modification Development
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    posted a message on Entity not spawning/rendering/something

    Remove from MainClass:


    @Mod.Instance("MainClass")
    public static MainClass instance = new MainClass();


    Remove from NekoRender:



    public void nekoRender(EntityNeko entity, double par2, double par4, double par6, float par8, float par9) {
    super.doRender(entity, par2, par4, par6, par8, par9);
    }

    public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9) {
    nekoRender((EntityNeko)par1EntityLiving, par2, par4, par6, par8, par9);
    }

    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) {
    nekoRender((EntityNeko)par1Entity, par2, par4, par6, par8, par9);
    }

    Posted in: Modification Development
  • 0

    posted a message on GotoLink updates: Formivore's options (2015/08/01)...

    Any idea if the Better Villages mod supports mods like TiCon? Sometimes I have a hard time finding a village.

    Both mods should be unnaffected by each other.
    Except probably the "replacement block module" from BetterVillages, could change the appearance of some TC buildings.

    Quote from hrolphy»

    Hi all!
    I am using GotoLink's Ogresean's Mods mod, more specifically the Deadly Caves part of OgreSean's Mods which makes stone fall down, aka cave-ins!
    Now I would love the cave-ins to work with the stonetypes added by the Undergrounds Biomes Constructs mod, but it doesn't work!
    The OgreSean's Mods mod has a config option to make other blocks fall down, and I have tried adding the stones from UBC without luck. The sound of falling stone is there, but no actual visual falling stone.
    Does anyone have an idea how I can make this work? Thanks!
    I have tried naming the UBC stonetypes like this in the config:


    UndergroundBiomes:igneousStone

    UndergroundBiomes:metamorphicStone

    UndergroundBiomes:sedimentaryStone


    igneousStone

    metamorphicStone

    sedimentaryStone



    gneiss (and other stonetype names)


    UndergroundBiomes: gneiss (and other stonetype names)


    Look for those names in the FML log file, there should be lots of "Registry add:< block name>". Case sensitive.

    Quote from Sunconure11»

    Sorry mods if I'm spamming, I'm trying to contact all of the devs of these mods I tried to use.


    Can you try and get these mods on curse, or allow them for usage in the third party mod list on curse? http://authors.curseforge.com/knowledge-base/120-minecraft-modpack-submission


    Quote from djkp»

    Can you add Nomorerecipeconflict to curse then i can finally release my pack!


    The mods are all slowly being added to Curse.
    If you know artist people, i need icons (400*400 pixels min) to display/showcase the mods. I am not a 'texturing' guy.
    Posted in: Minecraft Mods
  • 1

    posted a message on How to detect when Entity is being rendered?
    Quote from sky_01»
    My impression was that for each entity, it fires a
    RenderLivingEvent.Pre, then a RenderLivingEvent.Post, then moves on to
    the next Entity. What's going on?



    Well yes, that is what happen, and what you see in your log.
    I guess you didn't realize rendering is really fast. Many many times a second.
    And when an entity doesn't render, it doesn't reach RenderLivingEvent.Pre nor RenderLivingEvent.Post events once.
    You should only register client events through your client proxy.
    Also, since only one entity is rendered at a time you didn't need the list.
    Finally, you could simply do this in your custom entity renderer. That will do the same, without requiring the events.



    The effect you wanted could be done roughly like this:


    //In you entity class
    private boolean isRendered;//Server-tick accuracy
    private int timeSinceLastRender;
    
    public void onUpdate(){
    //Some other code here
    if(timeSinceLastRender > 0)
    setRendered(false);
    timeSinceLastRender++;
    }
    
    //Call setRendered(true) in your rendering method/event
    public void setRendered(boolean render){
    if(render)
    timeSinceLastRender = 0;
    isRendered = render;
    }
    Posted in: Modification Development
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    posted a message on Need Help Developing Multiple Mods Into One Mcmod.info File

    An example of multiple mods:

    here

    Posted in: Modification Development
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    posted a message on Where do i find @Mod feild dependencies?

    "CustomNPCs" do not need to load last to solve this.

    By the time FMLInitializationEvent is reached, all the mods can be considered "loaded". So it can do whatever checks are needed by this point.

    And if runtime check is required (tabs can be removed while game is running for example), GuiOpenEvent could be used.

    Posted in: Modification Development
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    posted a message on Need help with WorldGenMinable

    You can use BlockHelper to fill in the Predicate argument. See the other constructor in WorldGenMinable.

    Posted in: Modification Development
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    posted a message on How do you modify a block's bounding box?

    It didn't change.

    Posted in: Modification Development
  • 0

    posted a message on CommonProxy not working

    You didn't call the super. methods of the overriden methods in the ClientProxy class.

    Posted in: Modification Development
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