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Showing content with the highest reputation on 09/23/17 in all areas

  1. int i = 0 ; if (!state.getValue(DECAYABLE).booleanValue()) { i = 0; } i will never be 1, DECAYABLE is not encoded in metadata. if (state.getValue(CHECK_DECAY).booleanValue()) { i |= 0x4; } DECAYABLE, (meta & 0x4) == 0 Here you check bit 4 (where you encoded CHECK_DECAY) and if that bit is 0, you set DECAYABLE to true. CHECK_DECAY, (meta & 0x8) > 0 Here you check bit 8 (which is never set) and if set, set CHECK_DECAY to true.
    1 point
  2. You do not appear to have getMetaFromState or getStateFromMeta methods.
    1 point
  3. F***ing json shit. Ok, models are back now. but still no decay. I will take out the update part. With extends blockleaves i don't need it.
    1 point
  4. check_decay=false,decayable=true does not equal: check_decay=false, decayable=true
    1 point
  5. Jesus mother frakking Christ. You need to add that function to your class and tell the game about your state objects.
    1 point
  6. Nope. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/block/BlockAxel.java#L60-L63
    1 point
  7. Also, CHECK_DECAY and DECAYABLE already exist in BlockLeaves. Rather than create a new property with the same name and same allowed values, just use the one that already exists. (It's a compatibility thing: if some other mod wants to manipulate with states of your block, but your block doesn't have the desired property (because you created a new one), they can't fiddle with it).
    1 point
  8. Entities should only be spawned on the logical server (i.e. when World#isRemote is false), which will automatically notify all clients in the area that the entity has spawned. Spawning entities on both sides will create a ghost entity.
    1 point
  9. If you iterate from 0 to size, and remove one, you'll skip over another. If you want to be able to modify the list while you're looping over it, you should use an iterator.
    1 point
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