Besides the things mentioned in seto's video, I would like to see 1.7 support and new recipies with it. For green beacon that is currantly died is - obsidion in the bottom row, nether star in the middle and green stained glass around the exterior
I did a review of your mod and think it has potential. The only thing I can say is that the beam render doesn't show all the way if you look directly up. But besides that the mod is cool and I like it.
I love it when this sort of thing happens.
Anyway, It does do that for me when I try to update to 1.7, so I do need to fix it. Could you guys tell me if you were using any other mods to get this to happen? I was only testing with this and forge.
Also, I'll put your video in the main thread when I can get around to updating.
(I had it between @Instance and @SidedProxy if that is the problem)
Armors take different parameters. For example, the vanilla diamond is
DIAMOND(33, new int[]{3, 8, 6, 3}, 10)
The first int is for durability. The value there gets multiplied by this array in ItemArmor
private static final int[] maxDamageArray = new int[] {11, 16, 15, 13};
So a diamond helmet has 33 * 11 as its max damage. A chestplate has 33 * 16, leggings 33 * 15, boots 33 * 13.
The array is how many points of proection each piece does 1 point = 1/2 chestplate in the gui. The last int is enchantability.
Illegal modifier for parameter BEDROCK; only final is permitted
D:
EDIT: Now when I removed static, it says in the following line:
tool = new BedrockPick(Ids.ultiPick, EnumToolMaterial.BEDROCK);
That bedrock isn't a field or can't be resolved.
EDIT2: Resolved! I changed the line to:
tool = new BedrockPick(Ids.ultiPick, EnumHelper.addToolMaterial("BEDROCK", 3, -1, 16.0F, 4.0F, 5));
And removed the line you told me to put before. Thanks anyways!
For future reference, [classname].[field] is for referencing fields in a different class. It's not an arbitrary requirement that you prefix some fields with their type's name. Also, if the static modifier was giving you an error, you probably put it in the wrong place. What you have will work well enough if you only need it once, but is highly unnecessary if you're making a full set of tools.
I'm pretty sure the onUpdate() method is only called on the client. That will explain why it's acting oddly.
That seems to be what's happening here, but this code:
@Override
public void onUpdate(ItemStack itemstack, World world, Entity entity, int tick, boolean flag)
{
System.out.println(world.isRemote);//This is actually relevant
EntityPlayer player = (EntityPlayer) entity;
if (player.getCurrentEquippedItem() == itemstack)
{
doUpdate(player);//Other mod stuff; ignore this.
}
}
The entity is the entityplayer. Casting doesn't change the object or make a new one. Anyway, try replacing it with
if (!player.worldObj.isRemote)
{
par1ItemStack.damageItem(1, player);
}
Also, if you're going to check if the Entity is an instanceof EntityPlayer, do it before you do the cast. If there's a problem, the cast itself will throw an exception. Your check will do nothing.
Is the commented-out damageItem the one that isn't working, or is it the other, non-commented one? If it's the commented-out one, try using the player that the onUpdate method provides instead of the one gotten from the minecraft instance. The minecraft instance is only the client side version, which only does rendering.
Giving armor with a regen of one, for some odd reason, treats it as though you have regen 10. I tried with all armors, and it's the same. It's not my minecraft's fault either, regen 1 is still regen 1 potion wise
I've fixed it, and I'm posting the new update now.
I'd like to use this in survival.
However, it just feels a lil' OP with the config.
Do you think there is a way to add armor in a crafting table than a potion of any type in a shapless recipe.
Maybe adding Glowstone/ glowstone dust in the recipe will increase the level of the potion.
(Since there is 9 slots in a crafting table, 2 of the slots is taken by your armor and potion.
Leaving 7 slots empty which you can fill up with glowstone and make a Level 7 or 9 potion.
If you want to make a Level 9 potion the original potion in your crafting recipe has to be a Level II)
Is it a lil' rough to understand?
Yes, the config can make you incredibly op, but only if you can configure it to do so. Creative can do the same, and no one has a problem restraining themselves from that in the name of arbitrary challenge. Though an in-game "switch" to turn it on/off is not entirely out of the question.
That's not a bad idea, but I feel that it's different from what I'm trying to accomplish with this mod. If I have some spare time I might be willing to make a separate mod devoted to that, but I've got a lot of other things to accomplish first.
Any chance of ObsidianCraft updating to 1.6.4? I like it a lot! The post about the Diamond Chisel is a bit misleading though. I thought it couldn't mine regularly, but it can. (Found it out after making a chisel and pick. I wasted 3 diamonds. Oh well...)
I'm trying to get stuff done. ObsdianCraft is pretty large, so I'm putting it off until last, unfortunately. I do intend to update it, though.
Your diamonds weren't fully wasted; the chisel only works as well as a stone pickaxe if it isn't mining obsidian.
Just to be sure, you aren't in creative mode, are you? Swords won't break stuff in creative, allowing players to use their offensive properties without damaging the environment.
Not breaking blocks isn't something inherent to the ItemSword class, so that's still a viable option, as long as you fix the problem. What's in your class? Could you post that and the place where you instantiate your item?
Alternatively, I may just settle for trying to get it to work by extending from ItemSword, but I may have problems with that because I may not be able to change how the new tool handles breaking the materials I'm trying to design it to harvest.
What are you trying to get it to do? Chances are that if you could get it to function in a class that doesn't extend ItemSword, you could get it to work by overriding a method with a class that does.
Gah, now I need to revise my mod spotlight XD Good thing I didn't render yet so I should be able to add on a bit at the end. It should be out this Saturday if you are wondering.
The held item stuff does work nice. Although, I assume the "EMERALD" held is actually the name for diamond, which is weird... And I think it was mentioned before, but can you allow ids to be used for held items so you can specify a certain item over sets?
Anyway, this mod is truly amazing now with all the possibilities of armor and held items. Great job!
Should be fixed now. Fun fact: the difference in the source code amounts to 1 character.
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I love it when this sort of thing happens.
Anyway, It does do that for me when I try to update to 1.7, so I do need to fix it. Could you guys tell me if you were using any other mods to get this to happen? I was only testing with this and forge.
Also, I'll put your video in the main thread when I can get around to updating.
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Armors take different parameters. For example, the vanilla diamond is
The first int is for durability. The value there gets multiplied by this array in ItemArmor
So a diamond helmet has 33 * 11 as its max damage. A chestplate has 33 * 16, leggings 33 * 15, boots 33 * 13.
The array is how many points of proection each piece does 1 point = 1/2 chestplate in the gui. The last int is enchantability.
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For future reference, [classname].[field] is for referencing fields in a different class. It's not an arbitrary requirement that you prefix some fields with their type's name. Also, if the static modifier was giving you an error, you probably put it in the wrong place. What you have will work well enough if you only need it once, but is highly unnecessary if you're making a full set of tools.
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That seems to be what's happening here, but this code:
did plaster the console window with
The alternating true/false indicates that it does run on both. The problem might be coming from some other part of the code.
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Also, if you're going to check if the Entity is an instanceof EntityPlayer, do it before you do the cast. If there's a problem, the cast itself will throw an exception. Your check will do nothing.
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Thanks! I've added it to the main post.
I've fixed it, and I'm posting the new update now.
Yes, the config can make you incredibly op, but only if you can configure it to do so. Creative can do the same, and no one has a problem restraining themselves from that in the name of arbitrary challenge. Though an in-game "switch" to turn it on/off is not entirely out of the question.
That's not a bad idea, but I feel that it's different from what I'm trying to accomplish with this mod. If I have some spare time I might be willing to make a separate mod devoted to that, but I've got a lot of other things to accomplish first.
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I'm trying to get stuff done. ObsdianCraft is pretty large, so I'm putting it off until last, unfortunately. I do intend to update it, though.
Your diamonds weren't fully wasted; the chisel only works as well as a stone pickaxe if it isn't mining obsidian.
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What are you trying to get it to do? Chances are that if you could get it to function in a class that doesn't extend ItemSword, you could get it to work by overriding a method with a class that does.
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Should be fixed now. Fun fact: the difference in the source code amounts to 1 character.