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Showing content with the highest reputation on 05/26/20 in all areas

  1. Well, how long is it? How do you know? Also, the tick events usually have a Phase (START and END) as well as occasionally sub-events (Pre and Post) so if you don't pick one, your code runs more than once per tick.
    1 point
  2. I would remove the 32 bit java, it is not necessary. Then google jarfix, get it and run it, that should fix your jar file association.
    1 point
  3. BTW block properties don't work like that; each block still has a blockstate for every possible combination of the properties that you attach to it, it just assigns a unique integer to each blockstate combination behind the scenes. So for example - a block with a FACING (four directions), a POWERED (on or off), and a SPEED (slow, medium, fast, ludicrous) would have 4*2*4 = 32 different combinations. If you tried to store a BlockPos it would try to make X * Y * Z combinations i.e. 2^32 * 256 * 2^32. But you could for sure make each space on the chess board into a chess piece using blockstates (no tileentities) and have the master control the blockstate at each chess board location. If you don't need animated figures then that's quite a bit simpler than using TileEntity and TileEntityRenderer
    1 point
  4. That is changeable in the player's attribute. Obtain the attribute via LivingEntity#getAttribute and pass in the REACH_DISTANCE in PlayerEntity to obtain the reach attribute. You can modify that to change block reach distance. Unfortunately I don't think there is a convenient method of changing the reach for entity interactions. You'll have to do some manual ray casting.
    1 point
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