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Everything posted by Cadiboo
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Look at the code that gets executed when you join a server
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[1.12.2] Drop an itemstack to a player doesnt work
Cadiboo replied to nov4e's topic in Modder Support
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The player interact event has a few subclasses that do what you want. Also: http://wiki.c2.com/?StringlyTyped
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Please provide your logs from .minecraft/logs (more info in my signature). Your debug.log is best, but the latest.log is fine if debug.log doesn’t exist. If your logs are large please use a service like GitHub Gist or Pastebin
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OptiFine includes a patch that attempts to fix broken resource packs. Forge does not include this patch.
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Unable to save download. jna-4.4.0.jar
Cadiboo replied to BrokenVerdiction's topic in Support & Bug Reports
You need to post the whole log files, preferably using a service like GitHub Gist or Pastebin -
No. Can you please clarify what you’re trying to do again?
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[1.13.2] Trying to make a custom potion effect
Cadiboo replied to ketchup_god's topic in Modder Support
You need a comma instead of a plus sign here -
Yes
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[1.12.2] Use custom entity to mark position of blocks
Cadiboo replied to DavidM's topic in Modder Support
Using a PooledMutableBlockPos and scanning 35x35x35 isn’t too expensive, but a better way would be to iterate Chunk#loadedTileEntityList -
Triggering a dispenser-type block automatically? Plus GUI questions
Cadiboo replied to LaDestitute's topic in Modder Support
It’s in the format Class#instanceThing (Field or method) or Class#instanceMethod(args). You might also see people use the format Class::method which means a static or instance method -
Triggering a dispenser-type block automatically? Plus GUI questions
Cadiboo replied to LaDestitute's topic in Modder Support
Don’t extend BlockContainer, it’s legacy vanilla code. Simply override Block#hasTileEntity(IBlockState) and Block#createTileEntity(IBlockState) Tickable tile entities can do whatever they want in their onUpdate method (renamed tick in 1.13). You can use TileEntity#getPos, BlockPos#offset(EnumFacing, int), AxisAlignedBB(BlockPos) and World#getEntitiesInsideAABB to find all entities up to 7 blocks away from your TE in any direction. As a general rule, don’t copy the vanilla code exactly, it’s usually not very good (vanilla operates in an “if it ain’t broke don’t fix it” way) and Forge usually has better ways of doing what you want. That said, vanilla is an excellent reference, but it’s not great to just copy paste vanilla code. This likely means you followed a sub-par YouTube tutorial about how to setup your mod. Don’t use static initialisers (see http://www.minecraftforge.net/forum/topic/70095-1122-custom-tree-problems/?do=findComment&comment=339598 for an explanation), your registration can be massively simplified and clean up (see https://gist.github.com/Cadiboo/b825d62fb46538e7b7b262c5612d62aa and https://gist.github.com/Cadiboo/3f5cdb785affc069af2fa5fdf2d70358) -
BlockGlowstone inherits the method from Block because it extends it. You can override it just fine while still extending BlockGlowstone
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.git contains all the information about your local repository including all the data about your files that is used to build the diffs that git works with when you push changes. I suggest that you save your current progress locally by moving your src folder (and everything else you changed) to another folder (your desktop is a good place) and deleting your local version of your repository. Then clone your remote repository and then add your local changes back.
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By default capabilities are not synced to the client. However I would assume that Choonster’s code would have something in it to sync the values. Choonster said that the 1.13.2 update if their test mod is very WIP, so it might not be on GitHub it even written yet.
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Sorry we don't support 1.9.4 or any version under 1.10 on this forum anymore due to its age. We simply don't know how to help you anymore. You can go to the Minecraft Forum where I think that they still still support older versions, or update to a modern version of Minecraft (the latest version or the one before it) to receive support on this forum.
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Appears to be a problem with Galacticraft. Make sure your mods are up to date
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I assume you want Optional.ifPresent(()-> do something with capability if it exists);
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You need to be able to download files from forge files from the internet. Make sure that your antivirus allows access to forge and that access to forges maven is not blocked by a proxy or your internet settings.
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This is because OptiFine internally does not have the code for Forge to load it as a Forge mod. See https://github.com/sp614x/optifine/issues/2148
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I’m pretty sure that’s a Mac application crash report (not a minecraft one) Somethings going horribly wrong with Java. Did you change any of your launcher options? Does normal minecraft work fine?
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No, you create an empty method if you’re using a normal class or an abstract method if your using an abstract class or define a method if your using an interface. This would work but it doesn’t make sense to call it from there, you would call the method in preInit. If your using a class, yes. NOOP stands for NO OPeration i.e. do nothing. If your using a proxy, you would call it from preInit. If you’re doing it in a client event subscriber you can just call it from inside a static initialiser, without any other code at all.
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If you turn on hitboxes with F3+b can you see the entity’s hitbox?
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I would just not use proxies at all. I would put OBJLoader.addDomain in the static initialisers of my client event subscriber. Proxies work by having a common interface that both your server and client proxy implement and having a field with @SidedProxy that Forge will fill with an instance of either your server or client proxy class when your mod is loaded. This allows you to run code that will crash on the wrong physical side. For your problem you should have a method in your proxy interface called addOBJLoaderDomainIfOnClient. Then your server proxy should have a NOOP implementation (an implementation that doesn’t do anything at all) and your client proxy should have an implementation that calls OBJLoader.addDomain. You would then call PROXY.addOBJLoaderDomainIfOnClientin preInit. On the dedicated server this would do nothing, and on the client it will register your domain. As you can see, proxies are a lot more complicated than sided event subscribers where everything just works(tm).