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sunsigne

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Everything posted by sunsigne

  1. Sure, hide yourself behind citation instead of giving argue ^^ I told you I work hard to understand what I do not watsing your time. If you don't want to help people who don't succed to make them code work, why this forum exist so ? I did my part, but it looks like you only read the first line i wrote ^^ Ho, and isn't it expected to be polite and not insulting people on this forum too ? If it's not, i can begin to be mean too after all. If it is, well, you didn't respect that rule ^^ You want a real fact, here is it : your comment was mean, but instead of simply apologize and admit you were wrong to write that, you try to justify your behavior explaining why you were right. But first : I explained how I do my best and your judgement is unfair, and second : you NEVER can find a justification for being mean. Ho, and don't misanderstand me : I said you comment was mean. I don't say you are, netheir you have been so far. We all do mistake and are harsh sometimes, but it's okay if we apologize. Not if we stuborn on belittle people ^^ Totally agree, but as I said I'm not trying to learn playing guitar overall only one song then I can forget it. And with the time I spend in learning correctly that specific song, it's unfair to just "sweep away with the back of the hand" my whole work You should listen to my song first ^^ (I'm not telling you are i'm talking about the other guy). But overall, i agree with what you say : with bad learning comes bad habbits.
  2. Why do you refuse to accept there is a middle between "not understanding at all what you are doing" and "completly fully understanding what you are doing" ? Life isn't that binary. That's why we rate at school. I used ItemStack [ ] because i saw someone else does it, yes. But I searched that info on purpose because I wanted my object has these properties (multi output). I tried to adapt different codes I see to create my OWN objects with the properties i DECIDED they would had. If I don't find the info, i try random things which sounds good, taking inspirations from what I already did then I launch the game. If it crashes, i try to understand why, change my codes, re-try, ect... I first copy, then read and try to understand WHY those lines exists and what it does, then I understand what i need to change if I want something different. Yes, it's not perfect, but i have kind of create a lot of cool stuff so long. My OWN stuff. Judge me if it pleases you, tell you friends how i'm a morron because I'm not a pro like you, i'll call you morron tommorow when you'll play guitar in front of me ^^ Sounds stupid right ? I know i should learn codding in java if I want to create better stuff, but as long as I'm just a random man who wanted 2 or 3 cool things on the only game his wife aggree to play with, i assumed it should be ok if I just would do some research to adds those things. Codding isn't a passion for everyone, and I don't need it in my life (yet?). Why should I spends months and months to learn how to code properly just to play ONE song at a birthday's party, then never touch a guitar after that ? And my only one song (my mod, still a methaphor) is pretty great for the moment. I respect your love for codding and I like passionate people. But you can't just call people dumb because they don't understand "some" things in your field. Why do you say "hello" ? Because everyone does ? Are you just copying people without thinking ? To cut a long story short : i do some stupid mistakes because I MANAGE to code while never codding before, but I actually think and re-think my code to make it works; and it does. PS : I even spend 3 days just to refresh my code from IIventory (the tuto i followed used that) into IItemHandler (and there are really few infos about that) ONLY because you guys on this forum say it's better (the topic in proff is here) and I thought it was respecting your job. I do my best to respect you all, always politly, always following your advice, i even created a Guihub (what took me severeal hours because I didn't know how to do) just because someone asked me if I had one. As a total noob, i do my best to respect your job and not wasting your time : i wait TWO DAYS of perma fail codding before asking for help. The least you can do toward someone who tried that hard to respect you all is not to disrespect him ^^ (and don't tell me you aren't, "blind", "cargo cult", and "dumb" aren't especially neutral words when they are used to describe someone)
  3. No need to be rude. Maybe it's obvious for you what an "array" is because you've been codding for years, but all this stuff may be new for people who started 3 weeks ago. As i do my best to understand what you all say i find your comment completly unfair ! It's not like if i wasn't trying to fix a problem by my own first before posting. I usually spend a couple of hour before asking for help. I'm not calling you "jerk" as your citation says, but you can't pretend you have just trying to be nice very right now.
  4. Thanks ! That'a a clever trick to solve the problem but now i have another problem ^^ i thought i could copy-paste the solution-code because it was the same thing, but it looks like it's slightly different. Earlier, i have this : if(getEnchantedResult(input) != ItemStack.EMPTY) return; But it looks like i can't translate it this way : if(getEnchantedResult(input) !=(ItemStack[]{}) return; Any suggestion ? It's okay if you haven't any, you already did a lot for me
  5. Hi I almost finished my multi-output furnace, but i have one missing step. I need to turn this : into this : Any idea of an equivalent ? Thanks for reading To help, here is a working equivalent I made up this: give this :
  6. maybe you can compare your tile entity with mine, it's a two-input one-output furnace, it uses IItemHandler haswell and it works perfectly, here is it : or your recipe part, here is mine :
  7. I can't answer why it's not working, but i can help you with the BreakBlock part ^^ try those lines :
  8. Here is it ! It's solved ! Now i have my multi-output furnace for curious people, here is the codes (be carefull, it is fuel-free) the container : the tileentiity : and the recipes : it just has a HUGE default, if you put something that can't be smelt, it crashed the game. I didn't find HOW to explain the game just doing nothing (even if i know I just need to turn "public ItemStack [] getCentrifugeResult(ItemStack input) ......... return null;" into an equivalent to "return Itemstack.EMPTY" but for severeal output) but as long as i trick it, just forbidding the player putting anything but true input in the input slot, it's no longer a problem exemple :
  9. Good Damn! I finally did it ! I don't understand why, but i maganed to make it work ^^ the solution was to delete "totalcooktime" everywhere in my tileentity and replace it by the actual totalcooktime i wanted (here, 20 ticks). I finally can notice this topic as solved ! Now if people wants to make a custom furnace using ItemHandler instead of IIventory, just copy-paste this tile entity :
  10. it's not cooking air, actually it's burning when the recipe is good but it's not "cooking", i maybe didn't define this properly... Even adding thos lines it still doesn't cook :s EDIT : if i delete the Cooktime part, it insta gives me the good item following the recipe, i'm currently following this track ^^ i'll give the result soon
  11. Okay thank you i'll follow that track and give the result
  12. I'll simplify the question. What is the equivalent today for .getItem().itemID .getItem() exist but not itemID anymore
  13. @Cadiboo You got some really good advices overall ! I'll take note of all that. But actually i'm just creating a mod for me and my girlfriend so i don't really need the second one, but i'll use the lowercase one And about IItemhandler, i'm okay with using it but i can't as long as this topic will remain unsolved. I'm working on the adaptation and post the answer when i'll find it out, but it's not my priority yet. But still thank for your good advices
  14. Ok, here is it : reciepes code : and tilte entitiy code : Except all the part after "canSmelt()" where i'm not sure, the code is working. I tried on another block. (I know i should used IItemHandler, but as this system work for my first furnace while my other "iitemhadler" furnace refuse to cook anything (and i don't know why), i continue this method a little bit before fully adatping my entire code once i solved this problem.). Ho, and thank again for helping us each time I read a topic I saw your name with good advices it's pleasant to see your passion
  15. Hello i'm working on a multi-output furnace and i finally found a topic that could help me, but it is very old and i'm refreshing the code. Can anyone help me on a little part please ? here are the lines i adapted (from recipes) And here is the part i can't figure out how i am supposed to adapt (from the tileentity) The solution is probably simple, but it's been two hours i can't figure out how i am supposed to do ^^ I stast like "ItemStack [] itemstack = CentrifugeRecipes.getInstance().getSolidifyingResult2Out((ItemStack)this.inventory.get(0)......." but then i don't know what to do. if it can help you thinking, here are some lines after that part where "itemstack []" is used : Any advice is welcome
  16. I have been programming only for a week and my english isn't perfect, i don't get the difference between a crash and a logical error ? I just created a GitHub right now, if it can helps you helping me i can do that ^^ but you don't need debug mod imo, my furnace doesn't work but don't crash the game ^^ I never tought like that but now you're saying it feels logical ^^ I really think you got the core of the problem ! I changed some things in that direction and now my fuel is burning when the recipe is good ! But things aren't cooking ? guess it's cooking "air" again .. here is my tile entity now But you also can see it in my brand new GitHub right here ?
  17. Actually, that's exactly what I said, this part is fonctionnal ^^ didn't you read ? Actually, it's written two lines above your quote of me ... Again, you didn't read. // As I had "input1, input2, fuel and output" a little everywhere in my tile entity, i thought it was a good idea to define those as class property instead of copy/paste those everywhere, wasn't it ? (true question) I don't get your second point ... I mean, in my first furnace which works, at this exact part the code is : there are not true and false. Maybe I should adapt ? Ho! And i noticed an little error in my code, right here Ofc it couldn't work ! My block is FakeBlock, i forgot to change the name. But now it stills doesn't work it just refuses to cook anything ^^
  18. Hi Everyone I followed some tutorials and examples of existing mods to create my own Duel Furnace with custom recipes, annnnddddd ... It doesn't work (ofc, otherwise i wouldn't be here ^^) I created a first one fully fonctionnal with IInventory, but as i wanted to refresh my code using ItemHandler i created a second one almost fonctional (it keeps items when i log out, drop my stuff when i break it, and doesn't allow me to put items on Output Slot and anything but fuel in FuelSlot), but i just can't make it burn ... In the code, you may find some useless parts (i started codding only a week ago). You still can point it out if you want. My hypothesis is that the crash is because there is an hybrid IIventory-IItemHandler method hidden somewhere i didn't find when i tried to refresh my code. Here is my block : The TileEntity : The Container Part And the Fuel & OutPut slots (maybe the problem comes from here ^^ i really don't know) : Ho and just in case, the recipes : I'm sorry if you find same mystakes again and again about IIventory and IHasModel, keep in mind i'm currently refreshing my code in purpose to make those parts dissapeared but i didn't finished yet. If I had completly succed I wouldn't be writing and you wouldn't be reading :s Thank by advance to anyone trying to help me even if it's short messages like "don't use it", i can helps me
  19. You are my HERO ! It worked ! for curious people, here is the new BreakBlock part : I guess i'll never know why "dropitem" didn't work, but as lon as my items still "dropped" i don't really care ^^ Have a nice day A little (maybe stupid) question. How do i mark a topic as "solved" ? It's been 20 minutes i'm searching but not finding ^^
  20. It's nice to try to help me but has i spent 10 hours you can guess i already tried a lot of things and if you aren't more precise in your explanations i'll just revolve around the problem. I deleted the parts you dislike, but if i remove NonNullList from my tile entity (and everything assiociated) i just get a new problem in my FakeBlock TileEntity FakeBlock : the problem is there Now it says "The method dropInventoryItems(World, BlockPos IInventory) in the type InventoryHelper is not applicable for the arguments (World, BlockPos, FakeBlockTileEntity). That's why I used NonNullList in the first case.
  21. Hello, I'm codding for only a week ago new, so I'm kind of nww for the moment It's been 10 hours between yesterday and today that i don't succed to find out why I don't get the content of my custom chest (yes, I make my tests on blocks called FakeBlock first ^^) when I use BreakBlock. Here is my block Its TileEntity and its Container, even if I don't think the problem comes from it I'm almost sure the problem comes from the way i write my items in TileEntity, but whenever I try another method my items just disseapear when I log out ^^ if anyone can help me that would be nice thank in advance

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