Everything posted by Draco18s
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Text not being displayed!
You need to GET the type FROM the EVENT and COMPARE it to a single type. What you did is ADD a function that you don't need, does nothing, and isn't even called.
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Text not being displayed!
The fuck is this shit? This isn't what V0idWa1k3r told you to do at all.
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[1.12.2] dynamic item textures
No one thought about CustomMeshDefinitions? Property overrides only work for number values. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/industry/item/ItemCastingMold.java#L80
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Directional blocks redirect uppon entering the world
My guess is that your metaToState and stateToMeta functions are not correct.
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[1.7.10]Mod crashes server but not client
1.7.10 is no longer supported here.
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Noob question about initialization
Also: subtracting 1 does not neccessarily return the block the player is standing on (e.g. carpet, pressure plates, half slabs, enter frames, etc). In fact, such an operation is the source of a long-standing vanilla bug.
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How to iterate through my actual chunk?
Multiplying works out the same. Its dividing that causes problems. (You should still bitshift)
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[1.12.2] Weird missing model variant error (#null/inventory)
Try not registering null items.
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Adding a potion effect for a entity
Casting.
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[SOLVED] Forge with MCP
That's called "support."
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Any way to detect when a specific entity dies?
https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
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1.7.10 Custom crafting recipes on the server side
1.7.10 is no longer supported here. But the reason this probably doesn't work is because the client needs the recipe too.
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Any way to detect when a specific entity dies?
The Capabilities systems are supplied by Forge. They're an advancement on IEntityExtendedStorage (among other things)
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Any way to detect when a specific entity dies?
Capabilities. You create one, apply it to the entity when it is spawned, then in the EntityDeathEvent you check to see if that capability is there, and if so, do something.
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[1.12.2] Block with an overlay conditional on nearby blocks
That's probably almost exactly why.
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problems with onPlayerInteract (think)
Just because it worked for one person does not mean that it's: a) a good idea b) going to work for you (Thinking otherwise is called Survivorship Bias)
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[1.12.2] Block with an overlay conditional on nearby blocks
I haven't seen one... Also, the 43 states include the corners (so diagonal connections or lack of connection) which may or may not be important for your usage. In any case, what it's going to come down to is that you will need to construct an Actual State (regular state: metadata, actual state: includes other world information, extended state: client only variable data, used for fluids mostly) that includes the connected/not-connected status of each adjacent block. You'll then have to create a blockstate JSON with each possible result and supply a model (or model changes) based on which state(s) it represents. This will be the hard part. It may be easiest to treat each "face" of the block as its own model (so like the fence) and use the different adjacency information to change which model is used for each side.
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[1.12.2] Block with an overlay conditional on nearby blocks
It's called "connected texture" and yes, its possible. It's just bloody complicated. There are 43 possible variations needed.
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how to reduce the damage you receive if you have an item in inventory
I edited my post because I was a little too hasty. The important bit is the bit I was trying to call out:
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how to reduce the damage you receive if you have an item in inventory
That's a reference type. Also, you changed the reference inside the method, rather than changing its properties. Try this: class Main { void bar() { float a = 1f; this.baz(a); System.out.println(a); } void baz(float a) { a = } It'll print 1, not 5. Which is why the code I quoted doesn't work. You need to change the event's properties.
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how to reduce the damage you receive if you have an item in inventory
No it doesn't, because you never applied the value back to the event. float damage = event.getAmount(); copies the value because float is a primitive type, not a reference type.
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Conquest Reloaded Mod Connected Textures Bug
Stop using optifine. They do things that are borderline incompatible with forge.
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How do you deal with block / item ID changes?
The event's fields would change, duh.
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How do you deal with block / item ID changes?
It'll operate on strings, obviously. "Oh no can't find modid:someblock".
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[1.12.2] How to use any type of tool in JSON crafting recipe
You will also need an IIngredient class to define your axe ingredient.
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