
Everything posted by ChampionAsh5357
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[1.16.1] Dynamic Default Projectile Item
Probably since the float field is never synchronized to the client (my guess anyways). Also, don't construct a map every time you try and get the default item. Construct the map once and then never again.
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[1.16.3] Lighting/Shadow issues with blocks taller than 1m
Just because something is easier doesn't mean it is right. Feel free to try and find a fix the way you are doing it. However, the correct way would be to create two separate blocks that are within the bounds.
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[1.15.2] Find nearest structure locks
I'm confused on this statement. It doesn't lock onto one sheep, it finds the nearest village structure within 70 blocks of the specified position regardless of if the chunk exists or not. It will also only call whenever an animal is trying to be spawned in the world, so this seems a bit flawed for testing if a structure is present. It doesn't lock necessarily, you'll just find the same structure within the specified distance unless you get far enough away for an animal to not be in range of a village. Not really deterministic.
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1.15 Custom Tree Trunk Issue
First, you can't do this, your block might not be initialized at that time and can throw an error. Also, the you could look at the configuration provided by a tree within DefaultBiomeFeatures and see the differences. A good one being that the foliage height is never greater than the base height. Another one being that the spruce foliage placer is never called with foliage height anywhere within the vanilla features. I haven't looked into trees all that much so I don't know exactly where it goes wrong, but you can assume that certain values are set and not set for specific reasons and use that to assume what are reasonable calls to chain or values to set.
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[1.16.3] Lighting/Shadow issues with blocks taller than 1m
A block should never be more than a 16x16x16 area or else these any many other issues start to occur. You must split the block in two and make it a multipart of sorts. Also, assuming you understand the render types, make sure you are not unnecessarily using one which is not relevant to what you are doing.
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Tough As Nails crash report
1.12.2 is no longer supported on this forum. Please update to at least LTS 1.15.2 to receive support.
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IllegalArgumentException
All this information should be provided regardless. Please include the debug.log instead and the build.gradle if modified.
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[1.16.1] Creating custom storage blocks
Probably would help if your wrote your inventory to your tile entity nbt and read it from there.
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[1.16.1] Creating custom storage blocks
Here's the logic: if in storage -> try and merge to hotbar, if fail try to merge to inventory else if in hotbar/inventory -> try and merge to storage else if neither -> try and merge to inventory I believe this is the logic used by vanilla iirc. But to answer your question more effectively, yes. You just need to include the indexes of the inventory/hotbar.
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Fill IItemHandler with LootTable
Make your own method that handles it? Or you can just create a wrapper of some kind that Forge may or may not provide.
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[1.16.1] Creating custom storage blocks
So your slots cover 0-44, player inventory is 45-71, and hotbar 72-80. Your transfer method override only checks if index is storage, move to storage, else try and merge to storage. So you don't have any logic to move into the player inventory.
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[1.16.1] Creating custom storage blocks
Then it seems that your storage block doesn't check the inventory slots. Assuming your storage block takes up slot 0-8 (for example), you would need to check if the stack can merge to 9-44.Once again, this mainly depends on how the inventories were added to the slots.
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[1.16.1] Creating custom storage blocks
I answered that as well.
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[1.16.1] Creating custom storage blocks
You need to override that method and handle it yourself. If you use the same implementation, it might work, it might not. Depends on how your slots are set up in the container.
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[1.16.1] Creating custom storage blocks
Container#transferStackInSlot, the implementations of click handling should be already done by ContainerScreen, just need to override the resulting stack change.
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[1.16.2] Text written on screen is vertical instead of horizontal
Probably doesn't exist. Most information can either be retrieved from looking through the source or asking someone who've might have done it. Reading more about a particular topic most likely won't be well known or even present unless someone is copying someone else's explanation of a system.
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[1.16.2] Text written on screen is vertical instead of horizontal
You would probably need to change the width of the string rendered somehow. It's definitely possible with all the tools in FontRenderer or your own method.
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[1.16.2] Text written on screen is vertical instead of horizontal
There should be an instance provided by the event. It's just the rotations, translations, and scales used by the game to specify where to render your object. The other is an ITextComponent which you should know and then followed by the x and y values.
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(Texture) How to make grids the middle of the symmetry tool and not the pixel in Photoshop
The way to set up symmetry is to click the butterfly icon on the drawing tool of your choice. From there, you need to scale the reflection to occur in what area. Then depending on what reflection you chose, the program will place the subsequent pixels in the other regions provided it's in the specified area.
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[1.16.2] Text written on screen is vertical instead of horizontal
Well that would make sense, you are using a font renderer that writes vertically. You can just use FontRenderer#func_243246_a or FontRenderer#func_243248_b without the drop shadow.
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[1.16.2] Item Rendered Inside Translucent Entity Not Visible
Two things I suggest, reverse the order of rendering so that the item renders first and then the entity. Other thing is change the graphics to fabulous. I think only one of these will work. My theory though is that the item is being culled out from the ItemRenderer#renderItem as it uses a culling render layer. Since it's inside another block, it's being told that hey, you can't render here. So you'll probably need to make your own version that removes the culling feature from it rendering.
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How to Render a Waypoint
Well you know the position of the waypoint and the current position of the player. You also know the current rotation and yaw of the player as well. You can also figure out when to check for if the area is loaded. Take that as you will.
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How to calculate motion from distance and height
Apologies, not trying to lecture you. I just assume that the person I'm talking to only knows enough information in Java and not anything else. Only reason I mention it is that it's how any game calculates physics. If I remember correctly, the entity's motion in the x and z every tick is multiplied by 0.91 and the slipperiness of the block underneath if the entity is on the ground. For the y direction, it's motion should be the y motion minus the effect of gravity (by default 0.08) and multiplied by 0.98f.
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Vanilla crops
In addition, you could store the supplier in a Lazy. What they essentially do is use the supplier once to grab the item and then keep the first accessed result. This makes the result deterministic and unchangeable (which is pretty much what you're going for).
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Vanilla crops
1. It's specifically used for the creative block pick button. It's a substitute from having no item given since an item form of the block doesn't exist. It's just handy to return the things you plant. Although technically each plantable item is the BlockItem of the crop. 2. I'm confused what you mean by this. A crop block is only for ticking the current age. Anything that makes the block it's actual self is handled by the loot table or the item placement.
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