Everything posted by Draco18s
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1.12 Manipulate BlockPos [SOLVED]
Usually you want to do something more like pos1 = pos.rotateY(); //North -> East -> South -> West -> North
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Custom Chest
ItemStacks go weird when they have more than 64 items. Namely, at 127 they become infinite.
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Help with rendering a GUI
You obviously forgot to zero out the player's position before rendering.
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1.12 Manipulate BlockPos [SOLVED]
For reference: +X is East +Y is Up +Z is South
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Error while testing modules
1) Don't use Item IDs 2) You never check that getHeldItemOffhand() isn't null 3) Your parens aren't correct
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I build my mod but there is two files?
Correct. It is source code. If you want to let other modders develop an addon for your mod, that's the file they'd need to do it.
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I build my mod but there is two files?
Sigh. Yes, because it contains unobfuscated source code. Hence the -sources in the file name
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Custom Chest
That still doesn't deal with ItemStacks and their maximum size. Items, by default, have a max size of 64.
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OptiFine development
For reference, this is what I was referring to: I didn't have all the details, just the answer from a more casual question that boiled down to "someone hasn't finished [whatever it is that they're doing] and that's why its not on Github." As it was a name I wasn't familiar with and the task to be done was not directly stated, I couldn't say more.
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Custom Chest
You can't do this easily, if at all.
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Help Json Shapeless Recipe Cocoa Beans
Cocoa beans don't exist as an item. They're a meta variant of Dye
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How to make a mod dependant of another
Never encountered that error before.
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Help With SetContainerItem [ 1.12.2 ]
A container item is what happens when you remove contents from an item and leave its container. e.g.: Bucket of Milk (has container Bucket) Bowl of Stew (has container Bowl) So your mortar and pestle would have a container item of mortar and pestle.
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[1.12.2]Problem with changing an Item in Player Inventory
(You know you can use <= instead of !(>) right?)
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[1.12.2]Problem with changing an Item in Player Inventory
No. Check your logic again. You have something extra. Hmm. HMM...
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[1.12.2]Problem with changing an Item in Player Inventory
It would be better to store the worldtime that the item was "created" (plus the cooldown time) and then just do a mathematical comparison to the current time to see if the current time is greater, and if so, transform back. Constantly setting the NBT like this causes a variety of undesirable effects. You should also include your mod ID in your NBT tag names. You also have this, which is also wrong, for the same reason I mentioned earlier. And what the fuck is this?
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How to make a mod dependant of another
https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/build.gradle#L156-L157 I pull the mcmod.info file from a different directory (that isn't on github). Not sure why it's not working off the top of my head. I know I had to mess around with things for a while before it worked. What you have looks just like what I have. Also: I think I get the same problem, but the output succeeds anyway. Check your build folder. Edit: May be that you need to run the right gradle command. gradlew build fullBuild I suggest including a version number like I do: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/build.gradle#L154 The variables are defined towards the top: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/build.gradle#L13-L22 That will let the output file have its version number in it.
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Help
1) Your thread title is useless. Everyone here needs help. 2) You posted in the wrong place. We don't help users use mods, we help programmers make mods. 3) This is how you read stack traces and know who to complain at:
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[1.12.2]Problem with changing an Item in Player Inventory
No, bad modder, no cookie. Items are singletons. You want to store data on an item stack, then you need to store that data in the ItemStack. You should use Capabilities for this, but NBT data is also available.
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Problem with right autoclick
I can't understand what you're saying.
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Double High Block
Or two-tall grass...
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How to make a mod dependant of another
Yes, because it contains unobfuscated source code. Hence the -sources in the file name Yes, because that's what your build.gradle file told gradle to do. This is how I split my jar file: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/build.gradle#L153-L185
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Help with TileEntity/Container communication?
I will then proceed to ignore the fuck out of it because I was on an airplane, and got home at 1am after having almost missed my connecting flight in Phoenix because my first leg was 45 60 minutes late leaving and the gate attendant told me "You'll have 34 minutes between flights, you'll be fine." I had 22 minutes, minus the "doors close 10 minutes before the departure time" so 12 minutes to get from gate B4 to A25. Storing large stacks? You're going to need two inventory slots, an input and an output. The output always contains a stack of size Max(available, 64). The input slot is always empty. When a stack is placed into the input and it matches the contents, destroy the stack and add its size to the TE's integer value of contents.
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Where to find 1.13 source code?
I learned yesterday(ish) that a certain someone hasn't been doing their last 5% necessary for it to be on Github so that the actual process of updating Forge can begin (where anyone can contribute).
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Errors in recipes...
Get the Json Editor plugin for Eclipse
IPS spam blocked by CleanTalk.