I made a issue suggestion report here explaining the problem. But due to the mod being focused more to later versions of Minecraft it might be better to make an addon instead.
I haven't modded Minecraft that much and simply only made a few mods to create items and items in use with Baubles API. But I kind of got stuck right away when adding a new module:
ModuleFacade.java
package net.simon.tiscovers.items;import li.cil.tis3d.api.machine.Casing;import li.cil.tis3d.api.machine.Face;import li.cil.tis3d.api.machine.Port;import li.cil.tis3d.api.util.RenderUtil;import li.cil.tis3d.client.renderer.TextureLoader;import li.cil.tis3d.common.module.ModuleDisplay;import net.minecraft.client.renderer.GlStateManager;import net.minecraft.entity.player.EntityPlayer;import net.minecraft.item.ItemStack;import net.minecraft.util.EnumHand;import net.minecraftforge.fml.relauncher.Side;import net.minecraftforge.fml.relauncher.SideOnly;publicclassModuleCover extends ModuleDisplay{privateCasing casing;privateFace face;publicModuleCover(Casing casing,Face face){
super(casing, face);}@OverridepublicCasing getCasing(){returnthis.casing;}@OverridepublicFace getFace(){returnthis.face;}@Overridepublicvoid onInstalled(ItemStack itemStack){}@Overridepublicvoid onUninstalled(ItemStack itemStack){}@Overridepublicvoid onEnabled(){}@Overridepublicvoid onDisabled(){}@Overridepublicvoid onDisposed(){}@Overridepublic boolean onActivate(EntityPlayer player,EnumHand hand,float x,float y,float z){if(player.isSneaking()){returnfalse;}// Reasoning: don't remove module from casing while activating the// module while the casing is disabled. Could be frustrating.if(!getCasing().isEnabled()){returntrue;}returntrue;}@Overridepublicvoid step(){}@Overridepublicvoid onBeforeWriteComplete(final Port port){// No need to clear other writing pipes because we're outputting random// values anyway, so yey.// Start writing again right away to write as fast as possible.}@Overridepublicvoid onWriteComplete(final Port port){// No need to clear other writing pipes because we're outputting random// values anyway, so yey.// Start writing again right away to write as fast as possible.}@SideOnly(Side.CLIENT)@Overridepublicvoid render(final boolean enabled, final float partialTicks){if(!enabled){return;}RenderUtil.ignoreLighting();GlStateManager.enableBlend();RenderUtil.drawQuad(RenderUtil.getSprite(TextureLoader.LOCATION_OVERLAY_MODULE_RANDOM));GlStateManager.disableBlend();}}
Some help is greatly appreciated. For the time being, I simply want the mod to compile and adding the new module.
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Hi
I ran into the problem showing up here:
I made a issue suggestion report here explaining the problem. But due to the mod being focused more to later versions of Minecraft it might be better to make an addon instead.
I haven't modded Minecraft that much and simply only made a few mods to create items and items in use with Baubles API. But I kind of got stuck right away when adding a new module:
ModuleFacade.java
Some help is greatly appreciated. For the time being, I simply want the mod to compile and adding the new module.
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