Everything posted by Draco18s
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[Solved] >> 4 or /16 for getting chunk?
WTF?
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[Solved] >> 4 or /16 for getting chunk?
>> 4 Because of negative coordinates. 15 >> 4 = 0 ✓ 15 / 16 = 0 ✓ -15 >> 4 = -1 ✓ -15 / 16 = 0 ✗
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1.12 problem with collision boxes and obj models
By looking at BlockStairs and going "might this method be involved somehow?" I found: collisionRayTrace
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Texture problem 1.12.2
You misunderstand. The game cannot find that file. Its contents are irrelevant if the file doesn't exist (i.e. misnamed, in the wrong place, etc).
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[Solved]Generation Problem
Typically a chunk never has more than 2, and rarely 3, but yes. I've played a custom map where every achievement expanded the world border by 1 block (starting with it being 1 block in size). Yes, there was a way to visit every biome.
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Texture problem 1.12.2
Caused by: java.io.FileNotFoundException: esm:blockstates/bat_repeller_block.json
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Texture problem 1.12.2
What things are having problems? Are you getting anything in the log? (You should be, show it!) IHasModel is stupid. All items need models. This is stupid: https://github.com/lAimBotl/ElectroStatic-src/blob/master/main/java/com/lAimBotl/electrostatic/util/handlers/RegistryHandler.java#L36 All that method does is call Main.proxy.registerItemModel(...) with parameters that you have available, there is no reason to go to the item class for it. https://github.com/lAimBotl/ElectroStatic-src/blob/master/main/java/com/lAimBotl/electrostatic/util/handlers/RegistryHandler.java#L30 ModelRegistryEvent is client side only, this will crash the dedicated server.
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1.12 problem with collision boxes and obj models
There's also getCollisionBoxes or something like that, that returns a list.
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How can I tell which properties are not saved to disk?
The point is, in 1.13, because of The Flattening, integer IDs may not be used at all. Dirt and Coarse Dirt will be saved as separate blocks (!)
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Modifier System
You must use ItemStacks. Items are singletons, there is only one protypical stick and all stacks of sticks refer to it for functionality.
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How can I tell which properties are not saved to disk?
- [1.12.2] Recommanded way of adding custom advancements?
It's because the HTML conversion fucked up: <span style="font-family: "courier new" , "courier" , monospace; font-size: x-small;"> private final Set<icriteriontrigger .listener="" ustomtrigger.instance="">> listeners = Sets.<icriteriontrigger .listener="" ustomtrigger.instance="">>newHashSet();</icriteriontrigger></icriteriontrigger> </span> You can see what bits were there to start with, but which got converted to HTML tags instead.- [SOLVED] [1.12.2] Custom model isn't rendering
?- Saving Data With The World (NBT)
The client never ever writes anything to disk. Your code will cause the server to crash, if your code is in fact running on the server. You need to perform this check a different way. And I'm pretty sure you want your code to run server side.- Saving Data With The World (NBT)
When would this ever be false? You're doing this one the client, what? Why are you storing your runtime information in NBT? NBT is only for writing to disk.- How can I tell which properties are not saved to disk?
Bad modder, no cookie. Integer block IDs are not guaranteed to always be the same from save to save, you must iterate over Blocks.REGISTRY. Additionally, not all integer states are "valid" blocks. Here's how you can get all valid block states for a given block: BlockStateContainer bsc = block.getBlockState(); ImmutableList<IBlockState> values = bsc.getValidStates();- How can I spawn a Jukebox with music playing?
What record is inserted is handled by the Jukebox TileEntity.- Modding help
http://mcforge.readthedocs.io/en/latest/gettingstarted/- Automate craft process from the client side
Lets suppose you have two stone blocks, two plank blocks, a stick, and some coal. What should get crafted?- Serverside Method when Block is in world
"Hey I have a problem that's [similar, but completely different than] this thread." Start a new thread. :V- [1.12.2] Data exchanging between Client and Server
The fuck is this for? You never set it to true. https://github.com/IvanSteklow/TF2Mod/blob/master/src/main/java/ru/ivansteklow/tf2mod/network/PacketMetalRefinery.java#L18 Why is this empty? https://github.com/IvanSteklow/TF2Mod/blob/master/src/main/java/ru/ivansteklow/tf2mod/network/PacketMetalRefinery.java#L33 This should be public static class, or in another file entirely. https://github.com/IvanSteklow/TF2Mod/blob/master/src/main/java/ru/ivansteklow/tf2mod/network/PacketMetalRefinery.java#L47 As such, this will crash the server: https://github.com/IvanSteklow/TF2Mod/blob/master/src/main/java/ru/ivansteklow/tf2mod/network/PacketMetalRefinery.java#L53 As to the crash you have, it's trying to find an init method or a constructor on your handler, I'm not entirely sure.- Combining Textures During Runtime
You can create models with multiple layers just fine: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/resources/assets/harderores/models/block/hardore.json It is also possible to read two (or more) textures off the disk and combine them during the texture sheet stitching process, but it's not documented and can be difficult to do right (and if it crashes the game, its very hard to diagnose). If you want to do items with layers, based on NBT, that's doable too. You need to define a Custom Mesh Definition: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/industry/item/ItemCastingMold.java#L89 And register it: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L194- [1.12.2] Set Block in Custom Dimension
world.setBlockState() ^--- The world is a single dimension Because the world you're setting the block state in is the world the player is in before they teleport.- [1.12.2] Recommanded way of adding custom advancements?
Advancement triggers are pretty simple. Thttps://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/hardlib/api/advancement/FoundOreTrigger.javahat looks like a lot, but its 90% the same across all triggers. You pretty much start with the test() function and work backwards until all the errors are gone.- [1.12.2] Data exchanging between Client and Server
- [1.12.2] Recommanded way of adding custom advancements?
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