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Showing content with the highest reputation on 07/26/18 in all areas

  1. Extinguishing fire is a special case code not in BlockFire, but rather in the code that handles the player punching things. I recall this from someone else making colored fire about a year ago.
    1 point
  2. look at... world#public boolean isFlammableWithin(AxisAlignedBB bb) This is what entity uses during update to determine if should set on fire. It uses Blocks.FIRE (which is an id and not checking for instanceof BlockFire). so your derived class won't match. you will have to do your own collision detection or maybe setting block to isburning state will work (see above function)
    1 point
  3. 1.7.10 is no longer supported on this forum due to its age. Please update to a modern version of Minecraft to receive support. Additionally, user was banned for using a cracked launcher.
    1 point
  4. you need quotes around filenames with spaces in them, or just remove the space from the name.
    1 point
  5. Thought I'd share this here. https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a Skimming over it I see that there have been some (for the better) MCP name changes (BlockSnow -> BlockSnowLayer, BlockSnowBlock -> BlockSnow) and that non-lower-case registry names will now throw an error instead of silently converting it. Lang files are now json (along with some other changes to the folder structure that are easily automated to update) Advancements, functions, loot tables, recipes, and structures moved from assets/ to data/. ALL metadata (magic numbers) is gone. e.g. Tool damage is now handled via NBT. Item variants that used metadata should be flattened (new Item instances); don't NBT hack your way to victory. Remove your getMetaFromState/getStateFromMeta methods, they are no longer needed. If you were saving blockstates using registry name + meta, you should now use NBTUtil.read/writeBlockstate. See how Endermen save their carried block for an example. Worldgen is now its own separate thread(s). This may be a huge issue for some mods, as it will require a check for thread safety. Block attributes (material or hardness) are now final. This is a bit of a disappointment for me, as while in 1.12 I wasn't fiddling with them, my old (un-updated) Harder Underground did increase the hardness of every shovel-diggable block. And I would like to do that again some day. There's lots of superinterfaces on world now representing different things you can do (e.g. there's an interface for read-only access to the world). If possible, try using the least specific one. This makes sense to me and I support that notion. It'll probably be tough to get used to, but will be better in the end, as it reduces the reliance on World as a a hard reference and allows for alternate implementations without breaking stuff. Multiple kinds of air. If you weren't already using IBlockState.isAir, now you have to.
    1 point
  6. They won't. You want it back the way it was? MOD IT. Oh wait, someone already did. https://minecraft.curseforge.com/projects/classic-combat
    1 point
  7. I asked this a few days ago, it really sucks that I'll have to wait for and redownload all my favorite mods again. My Minecraft game has a ton of mods and getting them all back in 1.13 form so I can play my old saves with 1.13 is going to be a pain in the butt! oh well. plenty to do in 1.12.2. Like pit the ice and fire dragons against The Wither and The Ender Dragon
    1 point
  8. Directly? Probably. You should either cause a neighbor update (world.setBlock(x, y, z, block, meta, 3) <-- the 3 is the important bit) or use world.scheduleBlockUpdate and pass either 1 or 0 ticks (preferably 1, but if you know that it's not going to trigger an excessive number of changes, you can pass a 0; redstone wire is effectively a 0).
    1 point
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