Everything posted by Draco18s
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Particles with BlockCrops
Show your code that you tried.
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[1.12.2] dimension problems
Why do you have this: https://github.com/TheSlayerMC/Journey-1.12/blob/master/main/java/net/journey/RegistrationHandler.java#L22 AND this? https://github.com/TheSlayerMC/Journey-1.12/blob/master/main/java/net/journey/JourneyItems.java#L844 In any case, I suspect that your DimensionHelper.init() is being called before your Blocks are created. But as fucking everything is using static initializers, I can't prove it. See also:
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[1.12.2] dimension problems
You're going to need to supply more code. I recommend posting your project as a git repository.
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Blocks/Items Not Appearing In-Game
Because you can't control the order of static initializers. If you created a new class called ModTabs and created CreativeTabs in a static initializer and those constructors reference an item in your ModItems class (what item it uses for an icon), and an item references ModTabs in its constructor (what tab it appears in).... Which one gets created first and has a null value? i.e. do you have a tab with a null icon? or do you have an item with a null creative tab?
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Blocks/Items Not Appearing In-Game
But he didn't use a stupid IHasModel interface! ?
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[1.12.2 - Solved] Actual BlockStates not saving
getActualState isn't magic.
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GetEntitiesWithinAABB
The first parameter is a Class. E.g. EntityLivingBase.class
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Changing Chat Colors
Reflection can do amazing things.
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Blocks/Items Not Appearing In-Game
No one is going to download your zip file and explore it. Post your code as a working github repository.
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[1.12.2] Wrong render IModel
Probably has something to do with this
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1.12.2 OBJ Modeling
- 1.12.2 OBJ Modeling
- [1.12.2] Wrong render IModel
Good job, you just ignored all of the transform modification tags supplied by item/generated and item/handheld.- World events
- Skill System
Capabilities, generally speaking, is a cross-mod-compatible way of accessing extra data, methods, or interaction for TileEntities, ItemStacks, Entities, etc. without needing to create hard dependencies in your code. For example, prior to 1.10, if you wanted a TE machine that accepted Redstone Flux, IC2 power, and RotaryCraft crank input, you had to implement 3 or more interfaces on your TE, then use Annotations to have Forge remove those interfaces and methods when those mods were not present. With capabilities, everything's done through getCapability in a generic manner.- Skill System
Capabilities. They really aren't that hard to work with, but do require creating a few classes that don't seem to make a lot of sense. You can see an example I did for TE machines here, but the process will be the same for player capabilities. The only difference is how you attach the capability (for a player, I believe you would use the AttachCapabilityEvent, though I'm not 100% sure on that)- Change vanilla mob spawning at special Y level
http://mcforge.readthedocs.io/en/latest/events/intro/- Keep Blocks Grass except for Block under player
This will never be true. == compares object identity. You want equals. I would also refrain from using the name item for this scope variable, as it looks like it refers to an Item (due to the nearby Block newItemBlock = newItem.getBlock();line) but is in fact a BlockPos. I would use pos, loc, location, or point, or similar.- (Thanks: Solved)Continuously Change Block Under Player
You really should look at the IBlockState interface. IBlockStates are not Blocks. They are a wrapper around Block+Metadata.- Problem With Creative Tab
Don't use static initializers.- Problem With Creative Tab
You construct your items here: https://github.com/Merthew/MerthewMod/blob/master/main/java/merthew/mod/init/ItemInit.java#L18 This immediate calls this: https://github.com/Merthew/MerthewMod/blob/master/main/java/merthew/mod/objects/items/ModItem.java#L16 Which references this: https://github.com/Merthew/MerthewMod/blob/master/main/java/merthew/mod/Main.java#L27 Which in turn references this: https://github.com/Merthew/MerthewMod/blob/master/main/java/merthew/mod/init/ItemInit.java#L16 Your tabs haven't finished being created and assigned to your Main mod class's static fields by the time you construct your items, due to the use of static initializers. In order for the JVM to construct your tab it first needs to construct all four items. In order for the JVM to construct all four items, it first needs to get your constructed tabs.- Problem With Creative Tab
I do not understand this.- Help with Advancements
- How to increase ram for decompiling forge mdk?
Man. If only more people did this.- Problem With Creative Tab
So? Override getCreativeTabs and return null.
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