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Cadiboo

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Everything posted by Cadiboo

  1. I recommend placing some breakpoints, manually doing this & seeing what methods get called. Some breakpoints in CPackets and the CLIENTSIDE containers (as your making a client side mod) would be a good place to start. Make sure that your not looking at the servers handling when debugging
  2. Can you just have your own recipe override theirs?
  3. I’m 90% sure it’s better foliage.
  4. A tip for combatting NPEs is to make everything that possibly can be final final. Then the compiler will let you know if you forgot to initialise your field. Step through your code with the debugger and find out why it’s null
  5. Isn’t it’s item null? Point taken that you can’t change the item though
  6. What if some code modifys that stack? Like merges it with a stack that isn’t empty? Won’t that modify ItemStack.EMPTY then?
  7. You might want to try adding the data wildcard value ..."ore": "listAllWater", "data": 32767 } ((2^(16-1))-1)
  8. If you efficiently get all the positions to check and then fail fast if one of the positions is wrong (and also don’t run the code more than is necessary), there shouldn’t be any problems at all
  9. get the stack in slot X with inventory#getStackInSlot(X); COPY THE STACK set the stack with inventory#setStackInSlot(Y, copyOfX); clear the old stack in slot X with inventory#setStackInSlot(X, ItemStack.EMPTY.copy()) Make sure to do additional checking king to make sure the itemstack can fit/is allowed to be in that slot etc. Take a look at Container#transferStackInSlot
  10. Looks like I misunderstood what you were doing, sorry
  11. Find out why (you think that) it’s not working
  12. If your code doesn’t exist but it’s still getting run... make sure your IDE is correctly launching your project and that your edits are getting saved.
  13. ...scala.Console???? Please set up and use a logger for your mod (An example of this is included in the example code that ships with every forge install). Try stepping through your code with the debugger
  14. Take a look at that, it will probably cause crashes in the future. Your actual problem is BetterFoliage. Remove it for the moment. Also take a look at this thread
  15. Problem with MoCreatures mod, report it to the author
  16. Why are you telling us about this? Your using vanilla Minecraft and it tells you a fix...
  17. Feel free to look at https://github.com/MinecraftForge/MinecraftForge if you want to find out what changed
  18. Look at the vanilla Chorus Fruit code
  19. ^This would also fix \/this Here’s some pseudo code of how to implement, it’s really simple final ArrayList<IBlockState> cachedBlockstates = new ArrayList(); onEvent(final EventYouGetTheBlockstateIn event) { final IBlockState blockstate = getBlockState(); cachedBlockstates.add(blockstate); } onHarvestEvent(final HarvestEvent event) { if(cachedBlockstates.isEmpty()) return; final IBlockState blockstate = cachedBlockStates.get(0); cachedBlockstates.remove(0); // do your stuff here } [code] Why can’t you just get the blockstate with world.getBlockstate(pos)?
  20. Try doing MOD_ID+":"+"name" next time
  21. 1) Code Style#2 - A common proxy doesn’t make sense. Proxies hold code that runs on both sides BUT DOES DIFFERENT THINGS. If the code does the same thing on both sides (common code) it shouldn’t be in a proxy. Put it literally anywhere else 2) Please reorganise your packages into the way vanilla does it 3) You mod Id is “Boundless”. 4)
  22. 1) the mods for 1.10, why are you trying to run it on 1.12.2? 2) Hehe so what they’re trying to do is inject their own code into RenderChunk to do some extra lighting logic but apparently forge/vanilla has modified that method since 1.10. the mod was last worked on. 3) I tried to do something similar to what they’re doing but I submitted a PR for it instead of using a coremod, it’s pretty interesting so if your interested here’s a link to the topic http://www.minecraftforge.net/forum/topic/66516-1122-replace-world-renderer/
  23. Non broken links: https://pastebin.com/PjKwnPvg https://pastebin.com/ZfeJvZyz I don’t see any problems with your code other than Mod Ids need to be lowercase. Also you should be able to just add @ObjectHolder to your ModItems class & name your items the same names as the variables. Also, you haven’t shown where your method is being called from, and please use a GitHub repository for posting code. Pastebin & GitHubGist are fine for logs but they don’t really work for code.
  24. >BreakspeedEvent1 (cache blockstate 1) >BreakspeedEvent2 (cache blockstate 2) >HarvestEvent1 (operate with blockstate 2 - should be with blockstate 1!) >HarvestEvent2 (operate with blockstate 2) this is could be solved with caching the blockstates in a list in the break speed event and operating on the first element of the list in harvest event. I’m saying this based on the assumption that IdrisQe is caching the blockstate in a single variable
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