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Draco18s

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Everything posted by Draco18s

  1. Why are you overriding a function that you do nothing but call the existing implementation?
  2. Well, yes. Because vanilla did things in a way that aren't extendable. I'm not debating that. I'm saying that the method is returning a sensible value and that it's the wrong thing to look at.
  3. Items, in general, by default, are not furnace fuel. If an item is fuel, it will override that method.
  4. You don't need to sync very much or very often. The client, provided that the amount of fuel has been synced as the result of an inventory change, can calculate the RF conversion process all on its own using the exact same code as the server side tile entity. There is no point or need to sync the progress.
  5. Where is the packet coming from? Why aren't you writing code to directly give the player an item?
  6. TiC is open source.
  7. https://minecraft.gamepedia.com/Tag Those are items, not tags. If you want to use items, you need to use "item". If you want to use tags, you need to pass a valid tag.
  8. That's the advancement that grants the recipe, not the recipe.
  9. This does not require code, all you have to do is create a loot table JSON file and place it in the correct directory.
  10. Try any vanilla block and flowing water. None of them function with it either.
  11. This is because the "waterlogged" system isn't finished.
  12. As an example: https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/harderores/client/ClientEventHandler.java#L19 A "factory" is just a method that returns a given type, in this case your GuiScreen. Most of the time you will be able to do this through a 0-parameter constructor.
  13. Yes, that is valid. But my point was that's not how (generic) you do the thing (generic) you are trying to do right now. Which I found by searching this (which is in a banner at the top of every page here on the forums) for "container"
  14. Vanilla code looks like that because the decompiler isn't smart enough to know the difference (5 and Integer.valueOf(5) compile to the same byte code).
  15. Looks similar to what I do, check out my model and block: https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/resources/assets/harderores/models/block/ore_hardiron_1.json https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/harderores/block/ore/HardOreBlock.java
  16. This is not how you open GUIs.
  17. oh christ, why all this boxing? Do you want an int or a bool? Use the value you want, done. with(FILLED, false). with(STAGE, 0). Also, nothing in your code ever sets FILLED to true.
  18. /me does not see updated code or an updated error message
  19. IHasModel is completely and utterly pointless. All it does is make you write the same 4 lines of code all over again for every item so that you can pass public values to a public function.
  20. The only constructor that SwordItem has takes parameters, you aren't giving it those parameters, go look at the class to see what parameters it wants.
  21. Or as a visual aid: register(new TestDoor(Material.WOOD)).setHardness(... vs: register(new TestOre().setHardness(3.0F)...
  22. Because these are not the same: public void onArmorTick(World world, LivingEntity entity, ItemStack itemStack) { public void onArmorTick(ItemStack itemStack, World world, PlayerEntity entity) {
  23. It is one of YOUR data files that is causing problems. It should be mentioned in the log. But if you can't find it, remove all of your assets inside /data and put them back in binary chunks (add half of the most recently removed if the problem isn't exhibited, remove half of what was most recently added if it does) and narrow it down.
  24. One of your data files is bad and it caused everything to be discarded.

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