Everything posted by OBCLetter
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		[1.15.2] Does my OreGen Function work?
		
		100% sure all world generation events get loaded in FMLCommonSetupEvent. Try moving FantasyOreGen.generateOre() into setup in Main. Works for me with my custom structure generation.
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		see invisible mod
		
		This is in vanilla Minecraft; simply F5 and you can see your invisible avatar.
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		Orespawn 1.12.2 Issue - items not showing in game
		
		On a side note, Orespawn isn't even for Minecraft anymore; it's for a game called DangerZone.
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		[1.12.2] Container barely works
		
		The crafting breaks and is unusable, however the gui is fine.
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		1.14 Custom Recipies Not Working
		
		Recipes is the correct spelling. You even spelled it right in your topic.
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		[1.12.2] Container barely works
		
		Hello all. I have a Container that functions similarly to a crafting table; however, you craft things using Matter. There is a problem. You can only craft once, and after that, the container becomes unusable until the game is restarted (See attachment). Honestly, I've been working at this for hours on end, and I haven't got anywhere. ContainerAssembler.java InventoryMatter.java SlotAssembler.java GuiAssembler.java (probably the most pointless one to showcase) 4377fd8c02b12b65a948b50343a821d5.mp4
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		My 1.12.2 forge is crashing at the very start
		
		Reinstall Forge, probably the only way to fix it imo.
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		[1.12.2] Mimicry of Other Blocks
		
		Hi everyone. I am making a mod where there is a block that can "mask" itself so that people can't find it. However, I cannot seem to get the code to work, no matter how hard I try. I have tried a TileEntitySpecialRenderer , however this wouldn't work, I also have tried storing the blockstate and simply returning the blockstate in the tileentity in getExtendedState() and getActualState() , but nothing works. I don't understand why. A little help would help me greatly. TileEntity: Block:
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		Furnace Broken When Extracting Items
		
		It remembers which furnace it originally built when building a house. When the original furnace is destroyed, it seeks a new one and sets that one as it's furnace.
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		Furnace Broken When Extracting Items
		
		When I try to extract an item from a furnace, the furnace is broken. Not like glitched broken, but like survival player mines the block broken. Here is my code: @Override public void updateTask() { if (soldier.wantsToGoTo != BlockPos.NULL_VECTOR) { soldier.getNavigator().tryMoveToXYZ(soldier.wantsToGoTo.getX(), soldier.wantsToGoTo.getY(), soldier.wantsToGoTo.getZ(), speedIn); double distance = soldier.getPosition().getDistance(soldier.wantsToGoTo.getX(), soldier.wantsToGoTo.getY(), soldier.wantsToGoTo.getZ()); if (distance < 5) { TileEntityFurnace furnace = soldier.getFurnace(); if (soldier.getHeldItem(EnumHand.MAIN_HAND).isEmpty()) { soldier.setHeldItem(EnumHand.MAIN_HAND, furnace.getStackInSlot(2)); furnace.getStackInSlot(2).splitStack(furnace.getStackInSlot(2).getCount()); } else if (soldier.getHeldItem(EnumHand.MAIN_HAND) == furnace.getStackInSlot(2)) { soldier.setHeldItem(EnumHand.MAIN_HAND, new ItemStack(furnace.getStackInSlot(2).getItem(), furnace.getStackInSlot(2).getCount() + soldier.getHeldItem(EnumHand.MAIN_HAND).getCount())); furnace.getStackInSlot(2).splitStack(furnace.getStackInSlot(2).getCount()); } } } }
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		Detect a Block In a Certain Area
		
		You guys are life-savers.
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		Detect a Block In a Certain Area
		
		I think I may have done something completely wrong: @Override public boolean shouldExecute() { boolean output = false; BlockPos position = soldier.getPosition(); for (int i = position.getX() + 2; i > position.getX() - 2; i--) { for (int j = position.getZ() + 2; i > position.getZ() - 2; j--) { for (int k = position.getY() + 2; i > position.getY() - 2; k--) { BlockPos foundBlockPos = new BlockPos(i + position.getX(), k + position.getY(), j + position.getZ()); if (world.getBlockState(foundBlockPos).equals(stateToFind)) { output = true; soldier.wantsToGoTo = foundBlockPos; } } } } return output; }
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		Detect a Block In a Certain Area
		
		I have an entity that tries to find a block, in this case wood, to mine and use for other purposes. I thought of checking every single block in a 5x5x5* area (above ground), but I quickly noticed it would slow my game to a snail's pace. How could I optimize my block-checking? EDIT: *4x4x4
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		[SOLVED] [1.12.2] Custom TileEntity
		
		I recommend this tutorial. It doesn't go extremely in-depth into the programming, and it usually assumes that you will find some stuff out on your own, but I find it's a useful tutorial series for me.
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