I haven't done any 1.7.10 work in a while, however I think the break texture uses the blockIcon variable?
So you need something like this in your block class, I think!
@Override
@SideOnly(Side.CLIENT)
public void registerBlockIcons(IIconRegister iconRegister) {
this.blockIcon = iconRegister.registerIcon("modid:path");
}
Why not mod for 1.12.2?
It doesn't want the colour in hex code, it's wants an RGB code in the form of one integer comprised of the three values via bitwise operations, this is a method I use to create the correct colour.
public static int getIntFromColor(int red, int green, int blue) {
red = red << 16 & 0x00FF0000;
green = green << 8 & 0x0000FF00;
blue = blue & 0x000000FF;
return 0xFF000000 | red | green | blue;
}
It appears to be a chunk of Minecraft / Forge network code, which obtains the 'Packet ID' for a 'Packet'.
Packet = essentially some data sent between client/server.
Packet ID = used to work out what packet is being send / received and trigger the correct action on the server/client
(e.g. Player hits block, Packet tells the server, the server breaks the block)
I think it would be easier if you let us know why you NEED to know what it does.
Network Code is very complex and versatile, so you shouldn't need to do anything like this and whatever you want to do shouldn't require you to understand it.
A port and update of my original mod Practical Logistics with even more fanciness.
Practical Logistics 2 gives you the ability to create automated systems for reading, displaying and acting upon data. You can monitor items, energy, fluids, entities, machines, tanks, light, weather, direction, movement and much more. You can create Item, Fluid and Energy networks and transfer them anywhere in the world instantly; you can even transfer across dimensions. This mod also gives you more interactive control, via the use of Large Display Screens. This gives you infinite control and management of your base. You can also monitor and control blocks wirelessly.
1
You must ask the mod author's permission or create new versions.
Unless they have very openly specified this is allowed somewhere like GitHub or Curse.
0
You're looking for this, which tries to add it to the players inventory and if there's no room it drops it.
If your variants are just items with different metadata you need, replacing the 5 with the correct meta.
0
Ahhhh, the onItemUse method actually doesn't pass liquid blocks as they can't be right clicked.
So you were correct to use onItemRightClick.
0
I haven't done any 1.7.10 work in a while, however I think the break texture uses the blockIcon variable?
So you need something like this in your block class, I think!
0
It doesn't want the colour in hex code, it's wants an RGB code in the form of one integer comprised of the three values via bitwise operations, this is a method I use to create the correct colour.
0
Send a pastebin
1
There is a better method for this!
Use onItemUse which gives you the block position the player has clicked meaning there is no need to ever use RayTraceResult.
Remove all of your onItemRightClick code and replace with
0
First of all check the Resouce Locations's path in your RenderWicker class, which is most likely the cause of your issue.
Remember the path is case sensitive, so double check the texture name and also make sure it's actually in the specified folder.
Also check your modid actually matches your mods folder path.
You don't need to make your own texture map, this is all handled by MC.
0
You have a World field at the top of your class which you never initialize, so it will always be null!
The TileEntity class already have a World field which is initialised for you so this is completely unnecessary.
So remove.
and change the others to.
0
You are passing the same instance of your potion effects every time they are added to a player.
Potion Effects are not immutable - which means they can be altered without creating a new instance.
Replace your line with.
0
Perhaps have a look at how JEI does overlays.
https://github.com/mezz/JustEnoughItems
0
It appears to be a chunk of Minecraft / Forge network code, which obtains the 'Packet ID' for a 'Packet'.
Packet = essentially some data sent between client/server.
Packet ID = used to work out what packet is being send / received and trigger the correct action on the server/client
(e.g. Player hits block, Packet tells the server, the server breaks the block)
I think it would be easier if you let us know why you NEED to know what it does.
Network Code is very complex and versatile, so you shouldn't need to do anything like this and whatever you want to do shouldn't require you to understand it.
0
Post the item code!
0
Yeah that's right PL1 will be the only version available on 1.7.10
Thanks!
2
Practical Logistics 2 by SonarSonic
A port and update of my original mod Practical Logistics with even more fanciness.
Practical Logistics 2 gives you the ability to create automated systems for reading, displaying and acting upon data. You can monitor items, energy, fluids, entities, machines, tanks, light, weather, direction, movement and much more. You can create Item, Fluid and Energy networks and transfer them anywhere in the world instantly; you can even transfer across dimensions. This mod also gives you more interactive control, via the use of Large Display Screens. This gives you infinite control and management of your base. You can also monitor and control blocks wirelessly.