
Differentiation
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Everything posted by Differentiation
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Hey! So for example, if I have to launch the player when they right click, I would launch them a certain amount, like so: @Override public ActionResult<ItemStack> onItemRightClick(ItemStack stack, World world, EntityPlayer player, EnumHand hand) { //Just showing an example, I know this looks stupid... player.motionY = 0.5D; player.fallDistance = 0; return new ActionResult<>(EnumActionResult.SUCCESS, stack); } But how do I edit the amount to satisfy all the levels of Jump Boost if the potion effect is active? (Level I, II, III, etc.) Please help
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^ Rename your modId to firstforgemod instead of firstForgeMod; you're not allowed to use capital letters in your modId. Problem solved.
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[1.11.2][SOLVED] gradlew setupDecompWorkspace fails
Differentiation replied to lukas2005's topic in Modder Support
Reinstall JDK. -
Initializing game failed (forge 1.7+1.8)
Differentiation replied to Younes's topic in Support & Bug Reports
There's your problem. Your CPS mod is errored, remove it. And seriously, update to 1.10.2+ please. Pssst.. Psssttt.. 1.8 will sooner or later not be supported on this Forum as well, just saying. -
In this mod why won't my ItemBlock models register?
Differentiation replied to meee39's topic in Modder Support
You're nice! -
Sorry Thanks for telling me.
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Or you can just do EntityPlayer::capabilities#setPlayerWalkSpeed(Float... amount);
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[1.10.2] Different code formatting?
Differentiation replied to Differentiation's topic in Modder Support
Thank you! -
In this mod why won't my ItemBlock models register?
Differentiation replied to meee39's topic in Modder Support
If you could give us a link to the specific files, then it probably wouldn't be such a pain to search for it -
[1.10.2] Different code formatting?
Differentiation replied to Differentiation's topic in Modder Support
I am using Eclipse, but how exactly do I do this? -
[1.10.2] Different code formatting?
Differentiation replied to Differentiation's topic in Modder Support
Oh, I see. I find it better the first way as well because it looks more clean to me. Thanks! -
Hey, I've noticed Minecraft's formatting for their code looks like this: @Override public boolean hitEntity(ItemStack stack, EntityLivingBase target, EntityLivingBase attacker) { if (attacker.isSneaking()) { if (target.hurtTime == target.maxHurtTime && target.deathTime <= 0) { target.addVelocity(0D, 0.5D, 0D) } } return super.hitEntity(stack, target, attacker); } It looks spread out, whereas there are some formats that look different like: @Override public boolean hitEntity(ItemStack stack, EntityLivingBase target, EntityLivingBase attacker) { if (attacker.isSneaking()) { if (target.hurtTime == target.maxHurtTime && target.deathTime <= 0) { target.addVelocity(0D, 0.5D, 0D) } } return super.hitEntity(stack, target, attacker); } The brackets are placed differently if you see what I mean. Does it have an effect on the code or is it just for convenience purpose? I'm just curious. Thanks!
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Well, if I were you, I would pick 1.10.2 as it is a very stable and solid version as of today, and it's long since being forgotten. I would not pick 1.6.4-1.8.9 since they are old versions and are soon to be forgotten. Of course this is just my preference, other people have their own. Thanks!
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You mean code a modpack? Or combine different compatible mods to make a modpack? Please be specific. Thanks!