Hey all!
First time poster, just getting into Forge in an attempt to use Optifine Shaders.
I downloaded Forge version 1.11.2-13.20.0.2226 and installed it following the guide, no issues. When I attempt to launch minecraft using the Forge profile, I get the message "The version you are trying to play inherits properties from an unknown version." I tried searching this problem and wasn't able to find any information on it. I am sure I am doing something wrong but can't seem to figure out what. Any help would be greatly appreciated, thanks!
Nathan
Unfortunately, the torch gives light as a block, whereas (in programming terms) a player is an entity + itemstacks in various inventory slots. That's why the proposed solutions involve unseen blocks.
That reminds me, my own to-do list includes a helmet with a miner's lamp on it (or I might do a helm enchantment).
If anyone wonders what containerItem is, it's used to keep items after a craft.
For example, after crafting cake, the milk buckets turn into buckets.
Forge uses the container item to get the item that an ingredient transforms into.
Thus, buckets are milk buckets' container item.
(If there isn't a container item, then Itemstack.empty is returned)
Why did you say "I guess not" when he just told you how to do it?
I did it exactly the way draco said and made the player emit light (in my case I only turned it on when holding a light emitting item, but you could do exactly the same when wearing an item).
See my video here:
Please stop saying things like this and calling replies "suggestions." The only place we *can* reply to is below and this adds nothing to your request for help. Calling what we post to help a "suggestion" or "ideas" makes you sound like a YouTuber begging for people to click the like button, that what we're doing is just offering an opinion, not giving needed aid.
I might be invoking a Stack Overflow-ism here, but it's noisy and gets in the way.
Well, entities have both planned and unplanned movement. For planned movement, which is usually figured out in the entity AI, it uses a "navigator" to find a path through the blocks. The navigators basically finds a series of positions that the entity can move between where its collision box doesn't collide. Then there is unplanned movement like if you knock it back. I haven't looked at that code specifically, but typically in games it will (a) look for collision before moving the entity into a location (b) reset position to the previous one if it finds itself in a collision. All the collision boxes (block and entity) in Minecraft are rectangular, restricted in size and cannot rotate so it is really simple math to detect a collision.
Why are you asking?