It tells me the CommonProxy.registerRenderer line is errored, that I am trying to make a static reference to a nonstatic method. But you appear to do that just fine.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
This declares the common proxy as static. The client proxy is declared static also, because it extends your common proxy.
OK, that fixed it, but now I am getting three severe and possibly related errors with my tile entities.
One, the NBT does not appear to be saving - they revert all stats upon world reload. But the read/write methods ARE being called (tested by me placing a while(true) loop to see if it crashed - it did).
Two, the GUIs do not let me pick up items - they snap back to their original slots almost immediately.
Three, it appears two copies of the tile entity are created in the world (server&client?). Only one runs the updateTick to do all of its "stuff". I know this because I have a debug item that lists the state of all internal variables, and it lists them all twice, with different numbers.
EDIT: With some testing, issue #3 seems to DEFINITELY be related to at least #1 - the server side is being maintained, but the client side (which also calls rendering, fooling me to think it ALL reset), is losing its data. How to get NBT client side?
EDIT 2: I half-fixed #1 with this:
@Override
public Packet getDescriptionPacket()
{
NBTTagCompound var1 = new NBTTagCompound();
this.writeToNBT(var1);
return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 2, var1);
}
@Override
public void onDataPacket(INetworkManager netManager, Packet132TileEntityData packet)
{
readFromNBT(packet.customParam1);
}
It sends the Tile Entity data to the client, so both copies get their data saved. That said, having two functionally independent copies is still problematic.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
OK, that fixed it, but now I am getting three severe and possibly related errors with my tile entities.
One, the NBT does not appear to be saving - they revert all stats upon world reload. But the read/write methods ARE being called (tested by me placing a while(true) loop to see if it crashed - it did).
Two, the GUIs do not let me pick up items - they snap back to their original slots almost immediately.
Three, it appears two copies of the tile entity are created in the world (server&client?). Only one runs the updateTick to do all of its "stuff". I know this because I have a debug item that lists the state of all internal variables, and it lists them all twice, with different numbers.
EDIT: With some testing, issue #3 seems to DEFINITELY be related to at least #1 - the server side is being maintained, but the client side (which also calls rendering, fooling me to think it ALL reset), is losing its data. How to get NBT client side?
EDIT 2: I half-fixed #1 with this:
@Override
public Packet getDescriptionPacket()
{
NBTTagCompound var1 = new NBTTagCompound();
this.writeToNBT(var1);
return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 2, var1);
}
@Override
public void onDataPacket(INetworkManager netManager, Packet132TileEntityData packet)
{
readFromNBT(packet.customParam1);
}
It sends the Tile Entity data to the client, so both copies get their data saved. That said, having two functionally independent copies is still problematic.
Quick question, did you create your own tile entities? Is this a custom GUI or is it similar to a furnace/chest (this is semi relevant to fixing the problem).
This makes it so that it's a chance to drop, but you can set the rarity in the rand section to match what the number in your nextInt is. Or just remove the if statement itself.
To make a mob drop a block:
protected int getDropItemId()
{
return YourModMain.yourBlock.blockID;
}
thanks..
btw don't be a jerk, I don't have no idea how program in java..
I have changed the durability and its work, but for some reason with the gold pickaxe I can't mine iron blocks..
is like a wooden pickaxe with more durability .________.
I have changed the durability and its work, but for some reason with the gold pickaxe I can't mine iron blocks..
is like a wooden pickaxe with more durability .________.
Alright.
Pro tip #1. Learn Java before attempting to mod. <--- Lifesaver
Pro tip #2. Read annotations inside the class files, they may help you learn how to edit and change certain things.
Alright.
Pro tip #1. Learn Java before attempting to mod. <--- Lifesaver
Pro tip #2. Read annotations inside the class files, they may help you learn how to edit and change certain things.
I didn't touch anything, and the problem persist, gold have the properties of wood
Hey, yah know how to import them sounds eh? i dont and i was wonderin if yah could help me, i already got Mah Proxys setup. I just need em for my guns.
Rollback Post to RevisionRollBack
My name is Pronounced as X-Oh-Zer-Tee, and i am offended when You spell it as ozer.
Hey, yah know how to import them sounds eh? i dont and i was wonderin if yah could help me, i already got Mah Proxys setup. I just need em for my guns.
...O_o
But yeah, a sounds tutorial will be going up on the new site quite soon.
And at the end of my init (public void) I do:
This declares the common proxy as static. The client proxy is declared static also, because it extends your common proxy.
OK, that fixed it, but now I am getting three severe and possibly related errors with my tile entities.
One, the NBT does not appear to be saving - they revert all stats upon world reload. But the read/write methods ARE being called (tested by me placing a while(true) loop to see if it crashed - it did).
Two, the GUIs do not let me pick up items - they snap back to their original slots almost immediately.
Three, it appears two copies of the tile entity are created in the world (server&client?). Only one runs the updateTick to do all of its "stuff". I know this because I have a debug item that lists the state of all internal variables, and it lists them all twice, with different numbers.
EDIT: With some testing, issue #3 seems to DEFINITELY be related to at least #1 - the server side is being maintained, but the client side (which also calls rendering, fooling me to think it ALL reset), is losing its data. How to get NBT client side?
EDIT 2: I half-fixed #1 with this:
It sends the Tile Entity data to the client, so both copies get their data saved. That said, having two functionally independent copies is still problematic.
Quick question, did you create your own tile entities? Is this a custom GUI or is it similar to a furnace/chest (this is semi relevant to fixing the problem).
How can we have a mob drop more than one type of item? And how can we have the mob drop a block instead of an item?
First off, thank you! Next, the only way I know of is to do this:
This makes it so that it's a chance to drop, but you can set the rarity in the rand section to match what the number in your nextInt is. Or just remove the if statement itself.
To make a mob drop a block:
Why would you do that...? It's the class EnumToolMaterial and EnumArmorMaterial.
What line I need to modify If I want change gold durability ?
Seriously dude?
thanks..
btw don't be a jerk, I don't have no idea how program in java..
I have changed the durability and its work, but for some reason with the gold pickaxe I can't mine iron blocks..
is like a wooden pickaxe with more durability .________.
Alright.
Pro tip #1. Learn Java before attempting to mod. <--- Lifesaver
Pro tip #2. Read annotations inside the class files, they may help you learn how to edit and change certain things.
I didn't touch anything, and the problem persist, gold have the properties of wood
But yeah, a sounds tutorial will be going up on the new site quite soon.