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Novârch

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Everything posted by Novârch

  1. Take a look at BeehiveBlock and BeehiveTileEntity.
  2. 1.7.10 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  3. If it's a vanilla entity, use PlayerInteractEvent.EntityInteract or PlayerInteractEvent.EntityInteractSpecific, if it's your own entity, do what diesieben said.
  4. Just make either a static list or a HashMap. What's your use case, knowing it will help. DO NOT do this, vanilla did this with Ender pearls up to 1.13 and it lead to major exploits, what if a player changes their name? Instead use the player's UUID (PlayerEntitygetUniqueId). Edit: Use a HashMap, just used one for my own mod, here's a link to the class where I use it, in my case I'm storing a PlayerEntity as the key and a DimensionType as the value, then I'm using the values to teleport each player to their corresponding dimension.
  5. First you'll have to use a deobfuscator like BON2, because mods' source code gets obfuscated when building it, then use a decompiler, like FernFlower to convert the class files from the jar to Java files.
  6. Yes, you should, modding isn't a good way to learn Java, get used to the language before trying to make something, think about trying to write a book in a language you aren't familiar with.
  7. Take a look at PlayerInteractEvent.RightClickBlock.
  8. There's a link at THE TOP OF EVERY PAGE explaining it,
  9. I'd take a look at PlayerEvent.ItemCraftedEvent.
  10. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  11. 1.8 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  12. Maybe this'll help, thought of it immediately after seeing this.
  13. Please provide your debug.log.
  14. First of all, the way you're making keybinds is horrible, here's an example of how I make keybinds in my mod. Your problem seems to be that you aren't SYNCING your capability to the CLIENT. Capabilities are stored only on the server by default, check out this example of how I sync capabilities in my mod (you also have to sync on the player logging in, changing dimensiom, leaving the end and respawning). Also, why do you have a public static class in you CapabilityHandler class, it serves no purpose at all, just remove it.
  15. I fixed it, I've made a pull request on GitHub if you're interested. I did exactly as I said you should (made a static transaction list and resolved it in ServerTickEvent). A comprehensive explanation of what you did wrong can be found in the pull request.
  16. I would personally keep a static list of transactions and resolve the transactions in an event (likeServerTickEvent).
  17. Please don't necro old threads, make your own. By the way, 1.12 is no longer supported on this forum.
  18. Immersive Portals seems to be the issue, try without it, personally I've found it to be quite buggy. If that doesn't work try without Optifine, other than that post debug.log, it's way more helpful than crash reports. By the way, how are you running over 200 mods with integrated graphics?
  19. Can you just tell us what you want to acomplish? Helping you is much easier if we know what you want to do.
  20. Then why are you sending a packet to the server? Shouldn't you send a packet from the server to the client to sync the inventory?
  21. Isn't inventory data not synced to the CLIENT?
  22. Please look at NetherPortalBlock, it has everything you want. Edit: EndPortalBlock is even more concise, take a look it it too.
  23. Check if it's an instance of OreBlock. Not going to happen, from what I've seen a lot of modders don't extend OreBlock for custom ores.
  24. Why...? Just use !isDaytime.
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