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Showing content with the highest reputation on 02/03/17 in all areas

  1. My first impression was too much white space on the page. Is there a theme or setting somewhere more data can be packed into a display page?
    1 point
  2. For more up-to-date tutorials, I would recommend Shadowfacts. https://shadowfacts.net/tutorials/forge-modding-1102/
    1 point
  3. Forge Version: 1.11-13.19.1.2189 Minecraft Version: 1.11 Downloads: Changelog (Direct) Windows Installer (AdLink) (Direct) Other Installer (AdLink) (Direct) MDK (AdLink) (Direct) Universal (AdLink) (Direct) Here it is, our first Recomended Build for 1.11. There is still a lot to get done but most of the breaking changes are done. We need modders and user feedback to find and fix all the holes/bugs. A note to modders, and users about world migrations. There WILL be world migration issues. With Vanilla changing how registries and assets work, forcing lowercase names, modders will need to adapt. Forge has hooks in place that modders can use to properly convert their old data to the new names such as the missing mappings event. However I expect that modder will need/want more help so I eagerly await people's input. And it is HIGHLY recomended that you BACKUP YOUR WORLDS. Minecraft Forge 13.19.1 Changelog: ============================================================================ New: Rewrite of quite a bit of the Fuild capabilities for ItemStack immutability Added EnumHand parameter to Block.getStateForPlacement Provided access to ShapedOreRecipe width and height Performance improvements to IVertexConsumers New hooks to allow better management of modded GUIs New hooks for entity trampeling New slot limit function in IItemHandlers New hooks to allow modders to creat and manage their own DataFixers for help in migration New Forge Loading Icon/Logo Yay new branding assets! New EquipmentChangeEvent hooks New hooks in armor materials New hooks for 'connectable' blocks such as fences, and glass panes Expanded the Biome Dictionary Bug Fix: Fixed AbstractMethodException in FML Registries Fixed issue with modders sending custom packets to vanilla clients Fixed custom packet payload size Fixed ItemCraftedEvent returning AIR incorrectly Fixed Hopper and Dropper item movement mechanics Fixed problem with server not closing compleetly when client exits unexpectidly Fixed world leak related to Redstone Fixed sky color blending not working for render distances >16 Fixed issues with some modders custom Texture Sprites Fixed issue reading chunk data when the server and client disagree on block count Just wanted to reiterate this again, BACKUP your worlds!
    1 point
  4. I was simply explaining that it should be that way. There is a reason they are being called on both sides by vanilla and it should stay that way. Only real fact is that when you for e.g generate random it will be different on both sides - BUT the server side value will most likely take over - I was having fun with those some time ago and I simply said "nah, it works so better leave it". And back to issue: You want to have a tool that when it breaks block, the block broken will scan blocks around and if block == blockaround it will break too giving loot (without recurrency/chain reaction)? If so - take a look at BlockEvent.class You have two events you can use - both seem good for what you want to do. How would i do it? 1. Subscribe to BreakEvent. 2. Read neat documentation with nice addnotation: Reference to the Player who broke the block. 3. If (equipeditem == sledgehammer) - BAM, launch "reaction" 4. Scan blocks around with simple +/- x/y/z scanner 5. If (blockaround == sameblock) 6. Wait... <miracles happening> 7. BOOOOOOOM!!! Stomp, crush, destroy, smash! Set(0) and drop! 8. Profit! And yes... this is me in free time: Hope it helped P.S - you can probably do that all from tool side of code, but I am too lazy to look into that, unless you want me to. Using event will cost you one "get" (itemequiped) and one "if" statement per block broken (the rest of actual code would be launched anyway), so I guess that's not worst way to do it, but there is better.
    1 point
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