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About IdrisQe

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  1. Oh wow, that's really cool. It's a shame it had to be closed, but hopefully the new work between you and Grondag can lead to a version of this in Forge, or at least in some form that's easily accessible by modders. I saw Grondag's mod when it was released, but I didn't really see the connection since those were custom blocks and didn't think that what was done there could be done dynamically to blocks on worldgen. If BetterFoliage could make smooth leaves with that, and NoCubes got working on 1.12, both without coremods, that would be fantastic. The possibility of having Optifine-l
  2. I'm not sure if this is even possible without a coremod, but I'm looking to intercept the rendering of fluid sides, in order to stop ones from rendering that are against blocks with specific properties. Vanilla has a system of doing this, which it uses to stop water faces from rendering next to full blocks. I can't seem to find any forge hooks or classes related to fluid rendering, however. Basically, I'm attempting to make fluids not render their sides when next to non-solid blocks that have bounding boxes/collision boxes (essentially if it isn't air or some air substitute) Pre
  3. I'm not sure what's unproductive about suggestions. The base of the suggestion had nothing to do with coremods. The point I was making is that mod authors (any mod authors, not just coremod authors) aren't given any warning before a new reccommended build comes out, and as such, have no time to make sure their mod works correctly on that version before it becomes the defacto "standard" of the modding community for that version. It doesn't help to specify what versions you can and cannot run it on if you don't have enough time to react to even update that single line, and if you have a
  4. http://www.minecraftforge.net/forum/topic/66762-about-reccommended-build-candidacy/ So, I posted this the other day. A suggestion regarding how Forge does its releases to help modders, I won't go into the details here. LexManos himself replied, and was frankly rather condescending in his response. I posted again, trying to explain better why I thought it would help in a reasonable manner, even though I was upset at how I was responded to. I also voiced that I was displeased with how I was responded to, and with the implications of some things said, but tried to remain as
  5. Wait, does 1.13 require Java 9? That will be a headache for anyone wanting multiple instances... Since you'd need Java 8 for a 1.12.2 instance or below, and Java 9 for 1.13+... And Java automatically uninstalls other versions when you install a new one now. Oh boy.
  6. Uh... Okay admittedly now I'm a bit confused. I take it you mean if I use the system that the mod I linked uses? It doesn't really matter either way though. As I said, I'm probably not going to go through with this anytime soon, since I don't have the skill required yet.
  7. Unpopular opinion but honestly, I would just keep it as-is. Better to inconvienience users very slightly into downloading an updated Java every few months (which takes like... 15 minutes) than letting them unwittingly use the broken, dangerously unsecure old version Minecraft ships with. If anything, Forge should complain when the Java version is too old. Security and functionality trumps very, very minor user inconvienience. At least in my eyes.
  8. Hmm... Isn't there a way to specify what things can be put in a slot? Like how armor slots only accept armor of the matching type. I can't imagine they constantly check and reverse changes. So if I just set the slot to not fit any type of item, wouldn't that work? Maybe with occasional checks to make sure items haven't bugged out and gotten into the slot, and if they have, then just drop them automatically. Mmm... To be honest I'm probably biting off way more than I can chew given my lack of experience with Java. I might just save this project for another time, once I've gotten a b
  9. Ingame, I just want the hand to be rendered like if you had an empty slot selected. What I intend, pretty much, is that a user can press a key to empty their hands even if they have a full hotbar, without removing any item from the hotbar. The slot isn't visible or anything, and cannot pick up items, it just functions like a completely empty hotbar slot. Scrolling or pressing a hotbar key or repressing the keybind would let you go back to the item you were holding beforehand. A mod already does that. https://minecraft.curseforge.com/projects/empty-hand The thing is, the
  10. I just kinda mean a permanently-empty slot that can be switched to with a hotkey. Doesn't even need to appear, I just want the ability to have an empty hand even with a full hotbar. So basically, anything that requires interaction with an empty hand would work because there's nothing in the slot, but the slot can't pick up any items either. I guess getActiveItemStack would always return... either null or air, I'm not sure which it returns on an empty slot. and I don't think I'd need getActiveHand to returm the slot, since the slot can't be interacted with. All I want is the no-item-held functi
  11. I started work on a mod, I want to make an extra "empty hand" slot which can be switched to with a hotkey. Before I put in the legwork to actually make the slot and get it working, I'd first like to know if it's even possible to manually set the player's selected slot to one other than the hotbar slots... I mean, I know it's possible with a coremod that changes every reference to the hotbar to be a higher number, but I mean without messing with Vanilla code too much. I don't need it to be able to hold items, in fact I want the opposite. Just a slot that's perpetually empty which you can swit
  12. That's fine, don't worry! My code is a mess and my explanations are frankly awful so I can understand confusion. Also I tested and it works fine with hammers. So that's nice.
  13. I... am? Well, I use GetActualBlockState(world,pos) but same idea. I don't understand why I need to cache them if I get the blockstate of each block that breaks individually, which I currently do. I do cache a single blockstate currently; that of whichever block is getting broken at the moment... which should be the only one I need. I first get it when BreakSpeed starts, then I get it again in BlockEvent.BreakEvent which fires just before the harvestevents, so it should be the correct value for any block broken, unless there are breaking methods which skip BreakEvent maybe and go straigh
  14. Don't worry, I'm not checking for that anymore. I found a better way of doing it that means I only need to get the blockstate once, and I can get it from BreakSpeed instead. As a catch for cases that don't trigger BreakSpeed (i don't think it happens in creative, for example) I also added an update to the blockstate on ... BreakBlock? HarvestBlock? ... the one that fires just BEFORE a block is broken. I'm bad with all these names. And the way I'm implementing this should be compatible with veinminer as it typically only mines the same type of block as the one you actually harvest. (A
  15. Just to note it here, no further help is required on this issue! I got it working perfectly! I used raytracing and stuff in HarvestCheck to get the BlockPos, which seemed to work. The issue then was that the block still wouldn't drop because the actual state stops being snowy after the block is broken, which is when HarvestBlockDrops fires. So how did I fix that? I was wrong, HarvestCheck comes after BreakSpeed, which means I can get the ActualBlockState in BreakSpeed, save it outside the BreakSpeed event call so that the others can use that, which actually solves that problem in addit
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