You showed pictures, you acted as if you had the models ready. I am not mad at you, just stunned by your need to make people think you can provide, then back out.
I can already sync from server to client. What I am trying to do is add a new value of "weight" to every item, and also have it be able to add weight to other mod items. I got a lot of help from the minecraft forge forums. But, thank you for your reply.
So, with my mod I am adding a Weight Limit. With this, I need to make every item and block have it's own weight. I also would like to make it dynamic, in the sense that other mods items and blocks can be added to this list of items with weight. I have thought of making a text file containing the unlocalized names of items and blocks, with their weight value. This would make it quite easy to add other mod items to the list, and give them weight. The problem I find is, I'm not sure how to create a file for a potential server owner to edit, rather than the client if on a server. So, if I could have a tad bit of help on creating the file for a server owner, if the mod is loaded on one. Or, a completely different, and possible more efficient way of doing this. Please, let me know.
That's what I thought about. I'm going to keep the array in case I accumulate a lot of KeyBindings. I just feel like others would prefer calling a one word reference instead of the keys[], for the sake of organization. Thank you for the tutorials though, may I ask if you took Java courses? Or perhaps where you started programming?
Hey coolAlias! So I noticed, after using your code for KeyBinding, that it was very difficult to reference my key for something else (such as using the same key to close the inventory). So, I thought I would provide my little fix for others if they so need it.
So first, a little fix for the key handler. Considering the array that holds all of our bindings is private let's make a static reference to our key (this can be done multiple times if needed):
//This goes right above the constructor of your KeyHandler class
public static KeyBinding keyYourKeyBinding;
Next, all we have to do is register our reference in the constructor of the KeyHandler class:
//This goes right under your for loop to register your keys
this.keyYourKeyBinding = keys[CUSTOM_INV]; //This "CUSTOM_INV" is just the int you set for your KeyBinding at the start of your KeyHandler
And that's about it. I will quickly show you how I use it, to close my custom inventory with the KeyBinding. The reason to use this way, is in case they change it to another key, it will still work.
//This is in your GUI class, NOT your container class!
protected void keyTyped(char typedChar, int keyCode) throws IOException {
super.keyTyped(typedChar, keyCode);
if(keyCode == KeyHandler.keyYourKeyBinding.getKeyCode()) {
this.mc.thePlayer.closeScreen();
}
}
That backpack looks great. I was actually looking to add models to the player, this could be very helpful. 32x32 is not an issue, I just prefer most textures in any of my mods to feel like they belong in vanilla. I do like the hipsack for the SmallBackpack, and will be most likely using that. Is it possible you could provide a Techne file?
The GUI I am not actually sure about I will probably just keep it the default minecraft style and such.
So, I would like three Backpacks in 16x16 format.
The "Small Backpack", would need to look like a Knapsack.
The "Medium Backpack" would need to look like a normal backpack (one you would take to school and such).
The "Large Backpack" I would like to look like a camping backpack.
Small Backpack reference picture:
Medium Backpack reference picture:
Large Backpack reference picture:
If they could all resemble some sort of shade of brown, it would work nicely. Hope you can do it! The upgrade station texture will be needed a little later. Haven't thought of the design yet. XD
0
You showed pictures, you acted as if you had the models ready. I am not mad at you, just stunned by your need to make people think you can provide, then back out.
0
Alright, well next time, please do not promise something you can not provide when knowing that there would be no payment. Thank you.
0
I can already sync from server to client. What I am trying to do is add a new value of "weight" to every item, and also have it be able to add weight to other mod items. I got a lot of help from the minecraft forge forums. But, thank you for your reply.
0
So, with my mod I am adding a Weight Limit. With this, I need to make every item and block have it's own weight. I also would like to make it dynamic, in the sense that other mods items and blocks can be added to this list of items with weight. I have thought of making a text file containing the unlocalized names of items and blocks, with their weight value. This would make it quite easy to add other mod items to the list, and give them weight. The problem I find is, I'm not sure how to create a file for a potential server owner to edit, rather than the client if on a server. So, if I could have a tad bit of help on creating the file for a server owner, if the mod is loaded on one. Or, a completely different, and possible more efficient way of doing this. Please, let me know.
0
That's what I thought about. I'm going to keep the array in case I accumulate a lot of KeyBindings. I just feel like others would prefer calling a one word reference instead of the keys[], for the sake of organization. Thank you for the tutorials though, may I ask if you took Java courses? Or perhaps where you started programming?
0
Hm, don't know why mine are private then! Still, a bit of a cleaner way to reference it.
0
Hey coolAlias! So I noticed, after using your code for KeyBinding, that it was very difficult to reference my key for something else (such as using the same key to close the inventory). So, I thought I would provide my little fix for others if they so need it.
Next, all we have to do is register our reference in the constructor of the KeyHandler class:
And that's about it. I will quickly show you how I use it, to close my custom inventory with the KeyBinding. The reason to use this way, is in case they change it to another key, it will still work.
Hope this helps anyone that needed it!
0
Love all the tutorials, thanks!
0
Obj should work then.
0
That backpack looks great. I was actually looking to add models to the player, this could be very helpful. 32x32 is not an issue, I just prefer most textures in any of my mods to feel like they belong in vanilla. I do like the hipsack for the SmallBackpack, and will be most likely using that. Is it possible you could provide a Techne file?
0
If you can, thank you! I really appreciate your effort and interest though!
0
The GUI I am not actually sure about I will probably just keep it the default minecraft style and such.
So, I would like three Backpacks in 16x16 format.
The "Small Backpack", would need to look like a Knapsack.
The "Medium Backpack" would need to look like a normal backpack (one you would take to school and such).
The "Large Backpack" I would like to look like a camping backpack.
Small Backpack reference picture:
Medium Backpack reference picture:
Large Backpack reference picture:
If they could all resemble some sort of shade of brown, it would work nicely. Hope you can do it! The upgrade station texture will be needed a little later. Haven't thought of the design yet. XD
0
Sadly, I don't have any money to spare to pay someone to do this. I could always create them myself, I am just not too good at it.
0
Updated with the current needed textures.
0
I updated it. Thanks for the advice Alias!