Everything posted by Draco18s
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Ugocraft Compatibility For Forge
No. Why? 1) 1.7.10 is no longer supported here because it's FUCKING ANCIENT 2) If the mod wasn't originally written with Forge, then you can't fix it. There's no magical "just do this" solution (unless you count "rewrite it from scratch using Forge" as a "just do this").
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Same Texture Bug
Stop using IHasModel. Code Style Issue #3 (and #1) See also Problematic Code #7 and possibly #14 Want to read more about IHasModel? I've posted the same thing like 30 times elsewhere. I'm getting sick of it. http://www.minecraftforge.net/forum/search/?&q=IHasModel&type=forums_topic&author=Draco18s&search_and_or=or&sortby=relevancy
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Block texture missing, while in hand it works correctly
Because obviously you'd only ever override protected methods.
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[Solved][1.12.2] Modifying a Block class method
No. And you don't need to. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/flowers/block/BlockOreFlowerDesert1.java#L56
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[1.12.2] Rotate block when placing
Have you tried looking at the vanilla blocks that work like this?
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[1.12.2] Refreshing an old code - Multi Output Furnace for a single input [Solved]
This is equivalent to input.getItem() == Item.getFromBlock(Blocks.OBSIDIAN) and uses less memory by not creating an item stack that has to be cleaned up.
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LivingJumpEvent issues: Firing twice, not finding capability/NBT
Its called a race condition, and its effects are entirely non-deterministic due to outside factors like the hypervisor thread scheduling.
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[1.12.2] How to check if a player is connected to the server?
The # here means you need an instance of the Minecraft object in order to access the player field.
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[1.12.2] Refreshing an old code - Multi Output Furnace for a single input [Solved]
Hoppers work just fine. It's mod added machines that won't interface properly.
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[1.12.2] Refreshing an old code - Multi Output Furnace for a single input [Solved]
Not enough code here for us to solve your problem. Post the entire class at a minimum.
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[1.12]How to give player potion effects and make blind doesn't stop sprinting
Eclipse Quick-Fixes are rarely the correct answer. ESPECIALLY if you don't know WTF you're doing. Which entity living base do you want to effect? Because EntityLivingBase is a class. "I'm not using Forge and I don't know what's wrong, maybe I should ask on the Forge forums for help!"
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Event that fires when player is hurt?
In between turns of fighting OblivAeon? I'm sure it was fine. (Also, we won. Took 8 freaking hours)
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saving multiple values in 1 Capablity
I think its behavior he doesn't have and wants. Not behavior that he has and doesn't want. But either way, in order to change it, it has to be custom code.
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saving multiple values in 1 Capablity
The game does not do this. You need to save your data somewhere else, manually.
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Event that fires when player is hurt?
Yeah, that. Was on tablet at a party.
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Event that fires when player is hurt?
And your code will crash the desiccated server.
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saving multiple values in 1 Capablity
Capabilities are not set up to work this way.
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Recipe registration issue [SOLVED]
Without seeing them I can only speculate. Note that missing model errors are a general error that's Caused By an other error (which will actually tell you what's wrong).
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[1.12.2] Custom Furnace doesn't work [Solved]
No. Worst idea. Because you never update the values. All of them are air, will always be air, and will never be anything BUT air, as you never assign a value to them except during class construction.
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Hopper Items Not Appearing In Chest
Not enough code supplied to adequately diagnose the problem. But it's probably here:
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[1.12.2] Custom Furnace doesn't work [Solved]
Why are these class level properties? Why are these determined when the class instantiated and not when the class gets an update tick? You probably want some parentheses here. Quick, will this entire statement be true or false for the following values: true, true, true, false (note that I have not performed a ! on any of these). How about for false, false, true, false?
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Recipe registration issue [SOLVED]
Its called "reading your damn errors." Its literally right there, in the error. Good news: I'm a strong proponent of teaching people to read their damn errors.
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[Resolved] Textures Not Binding to Items
I'm almost certain that Loremaster didn't start the IHasModel fiasco. Either way, I've commented on his video about IHasModel. He's literally the last person that should be teaching others how to mod because he, himself, is still learning. Blind leading the blind, much?
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Recipe registration issue [SOLVED]
You're missing a data value in the result.
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Ore Variant Textures Not Working Properly
Stop using IHasModel. All items have models. All of them. Yes, ALL of them. And they all need the same registration code for the most part and none of the information required to register a model is private. Stop uisng BlockBase. There's already a "base" block class, its called Block. Using a super class to avoid repeating yourself is not what the class hierarchy is for. You want to stay DRY? Do things right and put the code that registers your models inside the ModelRegistryEvent and stop using IHasModel. Get rid of the need for IMetaName. With 1.13 around the corner you shouldn't be using metadata to define completely different blocks (aka The Flattening), so there's no reason to go around doing that now, there's no longer a (functionally relevant) block limit any more, as everything is referenced by the registry name (a string). Anyway, this is how I registered blocks that had variant states: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L63 (or the version on L75 if you have a custom state mapper) I didn't bother constructing the variant string manually (like you're doing), but used the exact same method calls that the game uses.
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