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Draco18s

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Everything posted by Draco18s

  1. Congratulations! You made a block with block states! Now all you need to do is create a blockstate json file that tells the game what model to use for each state. It has the same file name as the registry name of the block (minus mod ID) that goes inside assets/modid/blockstates What? Why? If you're going to do fuckall with an error, why even catch it? Just let the game die. Further more, there should never BE errors here, if there are, you need to FIX THEM because THEY ARE BUGS. Exceptions are for things you cannot anticipate, such as trying to read a file off the disk and, oops, another process deleted it. Why though? Why do you need this list? Do you ever do anything with it? Of course not because you can (and do) call Item.getItemFromBlock(block) later on.
  2. I'd say "read my signature" but I'm not sure those even exist any more. :V Something something, "apparently I'm a jerk who just likes to make your life miserable."
  3. Oh holy mother jesus christ, what the fuck is this garbage? Why the ever loving crap are you calling getMetaFromState? currentPos.offset(world.getBlockState(currentPos).getValue(FACING).rotateYCCW());
  4. You don't need this. You can get the same effect by calling new ElementBase("cu","copper",0xffb732); instead of new Copper(); A class that does fuckall does not need to exist. There's no class for Sticks or for Iron Ingots. I haven't.
  5. Is this the name of the png file, exactly? I think you have an extra "ashed_" in there, judging by the other texture names.
  6. The player's inventory is public and an array. In order to make the slot empty you have to set it to ItemStack.EMPTY
  7. Server creates the packet by calling new YourPacket(some, params), right? What do you think the client does, it doesn't know what some, params are, but it still needs to create the packet instance so that it can take the buffer it does have and pipe it through fromBytes(buf). And the only way that even makes sense is to call a parameterless constructor.
  8. You haven't registered your tile entity.
  9. Blocklight is from blocks (torches, glowstone, etc) while Skylight is light from the sky (aka the sun and moon). Hence the names.
  10. GIMP is also good, though I personally like version 2.6, the UI changes that got introduced after that irk me.
  11. Have you heard of loops?
  12. Guis are client side, but the server has absolute authority on data. You need to send a packet. Also, use Capabilities, not NBT.
  13. ItemStacks cannot be null. They cannot be null because a stack of size zero is empty and should be treated as a non-existent stack. This is why ItemStack.EMPTY exists.
  14. Or use smaller models. If your model is large enough to fill another block space, therte should be a block there anyway, and you can put the other part of the model there.
  15. Ok, so, your first code generates a registry name with two colons in it. Hence "dangerous prefix." Your fixed code is fine, the reason for the missing registry entries is because your old code generated different IDs than your new code. This is fine, either load the world and have the blocks be deleted from it or generate a new world.
  16. Or, you know, its parent class:
  17. GetItemDropped had fuckall to do with falling blocks. That is the item that is dropped when the block is harvested. Redstone ore drops redstone dust, etc, Take a look at BlockFalling instead.
  18. I mean, if you want to do it the hard way, sure.
  19. Yes. You should. Here's the thing: Would you rather deal with integers and floats? Or the zip-compressed string representation thereof?
  20. You're in the wrong place. We don't fix problems with using mods, we fix problems with making mods. also:
  21. Your method isn't static. When using the @EventBusSubscriber annotation, all event methods must be static.
  22. 1. Capabilities do not store NBT data. NBT is a serialization format (like txt or json or xml). 2. Your read and write NBT methods do fuck all, what did you expect to happen?

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