Everything posted by Draco18s
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[1.12] Increase Minecart speed
It does not
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Changing save location
You can do this just fine. All you will have to do is tell your IDE the new location of your project.
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[1.12] Increase Minecart speed
Does the function return a hardcoded value or does it reference a field? If it references a field you can use reflection to modify it. If not, you'll have to make your own Minecart entity class. Keep in mind however, that any subclasses of EntityMinecart that already exist will not see your adjustment.
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Networking Exception [1.12]
The whole point of the proxy system is so that each side only ever calls code that applies to that side. Its not the "common proxy" that's the problem, but the reference to the client and server proxies directly that's the problem.
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Networking Exception [1.12]
While that may be true, you should never, ever need these: https://github.com/Oeku/RPG-Mod/blob/master/java/net/zeldadungeons/ZeldaDungeons.java#L42-L43
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Help using OreDict for recipes and recipe type error
You CAN use nbt data, but my point is, the item needs to have a custom mesh definition registered to use the nbt data to determine its model. It is not a generic thing you can do to any item.
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Help using OreDict for recipes and recipe type error
TiC items are based on NBT data. You can't change the output's texture/model with a recipe, not unless that model definition already exists and you're modifying the data that describes the item (e.g. you add 1 to the metadata on a wool block to make it cycle colors).
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Help using OreDict for recipes and recipe type error
The difference is that one has access to more information. For example, Choonster uses getCraftingResult to determine part of his iron->gold helmet recipe. Keep in mind you can always extend an existing recipe class as well and override only what you need to. The two things you need to be aware of are: 1) You need a factory that can deserialize the JSON objects into a IRecipe object. This is fairly easy, anything you'd ever want to parse can already be done with a helper object (JsonUtils and CraftingHelper will do 95% of what you need). 2) You need a _factories.json file to tell the game where to find your IRecipe factories.
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Help using OreDict for recipes and recipe type error
It should be "minecraft:crafting_shaped" You need your own IRecipe implementation.
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[1.12] Block not rendering
Some people are and they still use the apostrophe wrong.
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[1.12] Block not rendering
Your item's and block's what?
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Should I separate the server from a heavily client-side mod?
This is wrong. If you extend a class that uses the Side Only annotation you can annotate your override if you wish, but you don't have to. What Choonster is saying is that the annotation does nothing as far as a mod developer is concerned. It's there to let you know that the method/class/whatever won't be available on the other side.
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Should I separate the server from a heavily client-side mod?
No that only makes it more confusing for players to install.
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can't change player rotation on the server?!
In a surprising twist of events, the client is fully responsible and in control of the player position and rotation. This is because the player should never experience input lag (send packet to server...get position update back from server...) when moving or looking around. All the server does is put limits on how fast the player can move and that the movement was legal (which is why in client-side-only explosions you get bumped out of the hole).
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Custom models using obj's not working
I can't tell. You have your code redirecting things all over the place and while it looks fine, I can't spot the issue. Use the debugger. One of the things that might make things easier is to not let Item classes handle their own models. There is nothing that requires access to protected values. For example, if I look at my code...and ignore lines 181 to 196 (those lines handle custom state mappers and custom mesh definitions, which DO require access to protected values) you'll see that I can register all the models I need without doing anything fancy. I do use a wrapper object for the array (due to having migrated the code from 1.10 where the ModelRegistryEvent didn't exist and I was registering items and models at the same time).
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[1.12.2] Logger not showing name
LOGGER = event.getModLog();
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[1.10.2] [SOLVED] Getting the RayTraceResult and BlockPos on Physical Server?
Correct. Also, you should be concerned about logical sides, not physical. Copy and paste the method into your own code, assuming it does not reference further client-side-only code. In all likelyhood it forwards a call off to World#rayTrace (or similar name) and you can use that.
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Custom models using obj's not working
This event: https://github.com/Dragonwhisper92/FF7/blob/master/main/java/com/finalfantasy7mod/proxy/ClientProxy.java#L44. Runs after this event: https://github.com/Dragonwhisper92/FF7/blob/master/main/java/com/finalfantasy7mod/proxy/ClientProxy.java#L21 Problematic Code problem numbers 2, 7 Code Style issue number 1
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What is the best way to keep track of time for a long time?
Right, I forget that it is separate from getWorldTime() which uses a different counter (which should also never reset unless you edit the save / use the command). The Javadoc on...one of them...says that the value is modulo 24000, but it actually isn't. Edit: That said...is getWorldTotalTime effected by sleeping? That may influence what TheAwesomeGem is looking to achieve.
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What is the best way to keep track of time for a long time?
Or use the /time command.
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What is the best way to keep track of time for a long time?
Capabilities.
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Unknown Crash
This is the least sensical thing I've heard all day. Forge does not do anything to make mods die. If the mod is broken or not up to date, that's the mod author's fault. If you're putting mods in that don't work together / are on the wrong version of MC / Forge, that's your fault.
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Ich habe ein Problem bei modden, erbitte dringende Hilde ;^)
If you are not using the annotation to supply an object to the field, then you've defeated the whole point of creating a proxy. The client will run server-only stuff and if there is any client-only code in that class, the server will run client-only stuff. THIS IS BAD.
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[1.10.2] [SOLVED] Side threads running.
(Note that there are clean ways of reaching across threads in multithreaded applications, but none of them apply to Minecraft because of the physical sided nature of things: you want it to work on a dedicated server as well, then you can't reach across, even cleanly. The only way to do so is with packets, and if you look at the packet documentaiton, you'll see that one of those clean methods of reaching across is utilized, because surprise! There's another thread running: the netcode thread).
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[Forge 1.8] Get the reach distance from the player to the entity for diagonals?
It's literally taking the square root of two squares. It's a formula, you plug numbers in and get numbers out. There's nothing to manipulate.
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