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xyz

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  1. How exactly would I go about using packets? There doesn't really seem to be any up-to-date tutorial on it.
  2. While you are technically correct that still doesn't change that I'm looking for the player's bed location and not the world spawn (the vanilla compass points towards the world spawn). Thanks a lot for your explanation.
  3. As I explained in the OP, using getBedLocation() on a client-side player always returns the world spawn while I need the player's bed location.
  4. You could simply overrideonItemRightClick(World, EntityPlayer, EnumHand) in your item's class. I'm pretty sure that that's better than using an event.
  5. Hello, I am trying to make a custom compass that points towards the player's bed, however, IItemPropertyGetter only passes the client-side player in the apply method. The problem is that getBedLocation always returns the world spawn on a client-side player object, the question is: how do I get a server-side instance of the player from nothing? This is the IItemPropertyGetter
  6. Hello I am currently trying to make a biome in which my custom trees generate, I have the log, the leave and the sapling fully set up and working, however, getting my tree to generate naturally causes big problems, even though I don't understand why as the code is pretty much straight taken from the vanilla treegen with only slight changes made, here is my code: WorldGen WorldGenBigCherryTree The issues I am facing are the following: long chunk load times when in my biome cascading worldgen lag warning (pretty much constantly when in my biome) these really weird generation issues (see attachments) Small side note regarding the generation issues (the ones where trees try to generate ontop of water or other trees): These really shouldn't be happening since in the generate method of WorldGenBigCherryTree (the method that is called first) the method's execution should be terminated when the position is not a valid tree position (so neither grass nor dirt below the block) which clearly isn't happening. Any help would be greatly appreciated, thanks a lot!
  7. Thanks a lot for the help, but I don't exactly understand how to use the Reflection Handler, would you mind explaining it in closer detail (what method to use etc.)? P.S.: The SRG name for the function is: func_146421_a Nevermind, I figured it out, thanks again!
  8. Thanks a lot! Didn't know that was a thing, really neat to know!
  9. Hello, I know that this seems very niche but I am trying to add custom superflat presets (you know, the ones you can access from the superflat -> customize -> presets GUI) to the game, the methods used by Minecraft itself (GuiFlatPresets.registerPreset()), however, are private. The same applies to the actual List (GuiFlatPresets.FLAT_WORLD_PRESETS) in which the presets are stored. Is there any other way I could do this? Any help would be greatly appreciated, thanks.
  10. Thanks a lot for the quick and helpful response!
  11. Hello, I am trying to register a simple fuel handler but it's not working, while the event function is definitely being called (tested this), the fuel handler simply has no effect in-game, this is my code to register the fuel handler via GameRegistry: @EventHandler public void preInit(FMLPreInitializationEvent event){ GameRegistry.registerFuelHandler(new FuelHandler()); } And this is my fuel handler class: private class FuelHandler implements IFuelHandler{ @Override public int getBurnTime(ItemStack fuel) { if (fuel.getItem() == Items.DIAMOND){ return 100; } return 0; } } I have tried moving the actual registering (GameRegistry.registerFuelHandler()) to the FMLInitializationEvent and the FMLPostInitializationEvent, but to no avail. Is this just a side effect of the migration to the new way of registering things which will be fixed eventually or is there something wrong/missing in my code?
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