Everything posted by Draco18s
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[1.12.2] Transferring potion effects to item through crafting table.
You can use getCraftingResult(InventoryCrafting inv) to examine the crafting grid and snag the NBT.
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How add spawn my item in village? 1.12.2.
You need to add to, not overwrite, the loot table
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[1.12.2] Transferring potion effects to item through crafting table.
Yes, you can still use the JSON system with custom IRecipe implementation. You just need a Factory internal static class that implements IRecipeFactory, a _factories.json pointing to this factory, and you're basically good to go.
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[1.12.2] Generation/spawning after using item/killing mob(boss).
My point was that there are already effects in the game. Sure, that one's small, but it still exists, so there's no reason why you couldn't do more.
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[1.12.2] Mod Versions
You've got like a dozen coremods. We can't really support you as a result.
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[1.12.2] Generation/spawning after using item/killing mob(boss).
Why not just generate them anyways? It would suck to have built this awesome house underground kill a boss that spawns a structure and then go back to my beautiful house that has just been built over with a dungeon. Cough, the end portal in the end after you kill the dragon?
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[1.12.2] Transferring potion effects to item through crafting table.
Don't register your recipes that way. Use the JSON system.
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JSON Smelting recipe with ingredients used in multiples of 2
Vanilla furnace doesn't operate this way. You would need to create your own machine to do this. I did this with my Sifter and Pressure Packager. I don't use fuel (e.g. coal), however.
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[1.13] WorldChunkManager
But not Forge, so why are you on the Forge forums? Whatever that is.
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Issue with mod
True enough. But if someone can't solve the "there is no constructor that takes these parameters" issue, they need to go learn Java first. There's literally only two options to fix it and they can't figure out what to do.
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How to get "/title actionbar" or GuiIngame.overlayMessage text?
In which case, I would do something like this: public String getActionbar() { try { return (String)overlayMessageField.get(Minecraft.getMinecraft().ingameGUI); } catch (IllegalAccessException e) { e.printStackTrace(); throw new RuntimeException("Get Message Overlay failed!"); } } If it should crash, then let it crash. Don't handle the exception, then return null, allowing other code to null-check and not crash.
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Copy item stack capabilities
You shouldn't be stuffing NBT data into the item. That's why you have a Capability.
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[Reopened again][1.12.2] How to change blockstate based on helditem
As far as I can tell, Minecraft vanilla code is crashing here: double d0 = (double)y - (1.0D - this.blockaccess.getBlockState(blockpos1).getBoundingBox(this.blockaccess, blockpos1).maxY); The only thing that could even be null on this line is the return from getBoundingBox(), but the code you've shown does not override this method.
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Forge Fluid Creation
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Copy item stack capabilities
Yes, because that's what Minecraft does when the stack NBT changes: when the server sends the update packet, the client assumes it is a new stack and recreates it.
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How to get "/title actionbar" or GuiIngame.overlayMessage text?
Oh I agree it should never happen. But if there's one thing I know about programming. "Should never happen" is not as absolute as one would think.
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Image increasing size in GUI overlay
Um...ok? Do you have a question or problem you want help with?
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How to get "/title actionbar" or GuiIngame.overlayMessage text?
Would I rather check validate that the string returned by this function is null, or display an empty string (or the string "null")? I think I'd rather have a non-null string.
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How to get "/title actionbar" or GuiIngame.overlayMessage text?
Return an empty string instead of null.
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Best practice? Branching versus copying to start new mod
Or you can copy and paste the files on your computer and declare it a new repository.
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addItemStackToInventory
That's not why you use !worldIn.isRemote. You use !worldIn.isRemote when you want code that runs on both the client and the server to only run on the server.
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[1.12] Custom "furnace" and "block"
You might be interested in my sifter, then: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/ores/recipes/OreProcessingRecipes.java (Note: I haven't converted my machines to JSON "recipe" format yet because I'm lazy)
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Best practice? Branching versus copying to start new mod
Clone/Fork the repository, (re)name it to your new project, and don't worry about it. (Forking will leave a reference back to the original, if that's important to you--either for wanting the link or being aware and doing it manually because you don't want the link)
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Best practice? Branching versus copying to start new mod
Clone the project. If you want your starter mod to be its own project and treat it like a library, then treat it like a library: make your other mods depend on it.
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Best practice? Branching versus copying to start new mod
Ew, no. Don't do that. Branches are for things like maintaining the source for the same mod across multiple versions of Minecraft, not for unrelated projects.
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