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Draco18s

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Everything posted by Draco18s

  1. Your repository is missing. You're almost certainly doing this client side, so only the person attacking sees the animation because you never bothered telling the server or other players that you did a thing.
  2. Yeah, that's not true at all.
  3. This: https://github.com/GreenbackCafe/randommod/blob/master/src/main/java/com/github/greenbackcafe/randommod/tools/ToolMaterialList.java#L9 Will always pass null to here: https://github.com/GreenbackCafe/randommod/blob/master/src/main/java/com/github/greenbackcafe/randommod/tools/ToolMaterialList.java#L22 Because those fields aren't set until after this is done: https://github.com/GreenbackCafe/randommod/blob/master/src/main/java/com/github/greenbackcafe/randommod/ModEventSubscriber.java#L75
  4. Remove that AI task and recreate it with a new list.
  5. You might have to make an AI task for that. Check how vanilla handles it already.
  6. The Item class should already have an OnEntityInteract method (can't remember the exact name, but is used by a few items like shears) that you can use. You'd then want to call entity.setInLove(player). (Maybe it takes the stack? Looking at old code where I was doing it from an AI task, so I was passing null).
  7. Try AxeItem and ToolItem. With 1.14 things were moved from prefixes (Item___) to suffixes (___Item).
  8. Yeah, his tutorials are garbage. Search these forums for "loremaster" and you'll find dozens of threads of people having the same problems. I've even commented on his videos with things he does wrong.
  9. Yeah, I don't think you can do that with native unicode. I've gone through the list of Unicode Combining Characters pretty thoroughly (combining characters are also used as diacritical marks, but the important thing to know is that they will draw in the same space as the previous character) and there aren't any super/sub script characters that are also combining characters. And oh yeah, writing the renderer for combining characters is a bitch (it gets worse if you want to display it in a selectable text area, too and handle selections and cursor location, etc etc). Minecraft doesn't support it natively at all.
  10. You almost certainly don't need this class. There's already a default ItemBlock class, its called ItemBlock.
  11. And might want to include more of the log. Missing Variant Exception is often caused by another error listed next.
  12. Its less that it's not being displayed correctly as it is that the superscript-2 and the superscript-all-the-other-numbers are handled by different Unicode endpoints which all correspond to different textures. The superscript 2 is probably 0xb2, which is handled by the main minecraft texture pack for ASCII characters (0-255) while the superscript 5 would have to be 0x2075, which is handled down in the extended Unicode support textures, which have a different look and feel to them as they aren't hand-made. Superscript 3 should be 0xb3 and on the same texture sheet as the 2, but its possible that it was never given the Minecraft-look? Went digging into those graphics. The 2 you're getting is....not the 2 from 0xb2 I don't know where its coming from.
  13. LootTableLoadEvent would do it. But I think you can also just supply a loot table json file in the appropriate resource folder.
  14. The client doesn't know what is in a chest unless that chest is opened.
  15. The creative inventory is super magic special (the client gets to dictate inventory changes, overriding the server), so that doesn't really surprise me.
  16. See this? This is your constructor. See this? It does not call super. This means it calls public ItemBase() implicitly. Which is a function that does not exist. There's your problem. But as Cadiboo already stated, you don't need ItemBase, that class already exists, its called Item.
  17. Are you doing this client side or server side?
  18. 1) You have fields that you can't have (what happens when there's more than 1 player?) You shouldn't need either of these variables anyway. If the sword exists, it must be in the active hand to be removed (if the sword exists at all, and can be removed, then its been spawend). If the player moves the sword to a different slot then itemArea will be wrong. 2) RightClickEmpty already runs when the active hand slot is empty, so why are you checking to see if the active hand slot is empty? 3) And of course, if there's a sword in that slot, the event won't fire because you right clicked while not empty 4) Your code style is awful, please put the two if statements on line 38 on different lines and correctly indent things. 5) Don't check chest.getItem().equals(ModItems.HANZOS_CHESTPLATE) && playerIn.isSneaking() twice. Put those in the outer if statement.
  19. You're almost certainly locking up the main thread while you do....that
  20. This is old, old code (circa 1.7.10 originally, updated to work with 1.10), but this will handle the light source, as a block, utilizing as few updates as possible. Any data stored in the ItemStack NBT should be changed to use a capability, but that's all the necessary information. https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/components/ComponentLight.java#L63-L126 "That's not an Item!" you say. "Doesn't fucking matter, its the same function signature that does exist in Item" You'll just have to figure out what that function looks like now.
  21. You shouldn't be doing this in 1.13, you should be using two separate item instances.
  22. Also, as you are a user-of-mods not a maker-of-mods you're kind of in the wrong place on that front too.
  23. Well, there's still the problem that a banned mod need not report itself to the "Forge" server. Remember: The client is a lying, cheating bastard. Never, ever trust the client.
  24. I'm mostly just getting the feel for things at the moment. Working on my ancillary helper classes. Most of it should port forward to 1.14 anyway.

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