Everything posted by Draco18s
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[1.10]PlayerTickEvent only works on one client.
If by "more efficient" you mean "as there are more players, everyone fatigues faster." If you want to use world ticks, do world.getTotalWorldTime() % 200 == 0. The slight discrepancy of a player joining / leaving off-cycle will be pretty much unnoticeable.
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[1.11.2] Removing blocks when picked from the world
WHY would you ever want to do this?
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[1.10]PlayerTickEvent only works on one client.
Well, you're clearly counting ticks as a global value, not a per-player value. This is bad. Imagine you have 200 players logged in... World ticks (time 1), all entities are ticked... Player1 ticks, ticks is now 1. Player2 ticks, ticks is now 2. Player3 ticks, ticks is now 3. Player4 ticks, ticks is now 4. Player5 ticks, ticks is now 5. Player6 ticks, ticks is now 6. ... Player198 ticks, ticks is now 198. Player199 ticks, ticks is now 199. Player200 ticks, ticks is now 200, Player200 is fatigued. World ticks (time 2), all entities are ticked... Player1 ticks, ticks is now 1. Player2 ticks, ticks is now 2...
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[1.8] Exuction failed for task ':reobf'. Try run with --stacktrace PLEASE ANSWER
Give gradle more RAM
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[1.12.1] My fluid handler items don't seem to be saving fluid (empty after load)
Post your code.
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[SOLVED] Add item to chest
You should use the direction you want to insert the items from. For chests, it doesn't matter, but for other containers (like the furnace) it does. If you want "everything" (e.g. a non-specific side) then pass null.
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[SOLVED] Add item to chest
TileEntity chestContainer = worldIn.getTileEntity(po);
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Subblock Varitants not working
Where does this go? Show this code.
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[1.11] Game crashes when i spawn my entity
- Item Texture
OH MY GOD. 1) use the ModelRegistryEvent to register your models (where are you even calling registerRenders()?) 2) use ModelLoader.setCustomModelResourceLocation(), ModelMesher has been the wrong way to do things for over a year. 3) use getRegistryName(), not getUnlocalizedName().substring(5), this has been the wrongest way to do things for almost two years. 4) this is client-only code and you have it in a common class, this will crash the dedicated server, this has been wrong since forever. What version are you even developing for? you should be using the RegistryEvent.Register<Item> event to register items, this has been true for a year. Also, use setRegistryName() instead.- [1.12.1]Load tileentity on command
No, use a Capability if you can. You can even attach one to the player. Your setup is fundamentally flawed. Areas that are unloaded cannot be accessed.- OreSpawn Mod || Version 1.10.2
Well that's not helpful is it? "I have a problem with X, here's a log after I removed X." And, of course, you didn't tell us anything about why you can't connect to the server...- 1.12 Gradlew Build compiler switches around variables
What you are doing is not supported by Forge.- [1.12.1]Load tileentity on command
AH HA, NOW WE KNOW WHAT THE PROBLEM IS. That is: your problem isn't teleporting, it's telling the two portals where to go. Here's the solution: you need to store the destination coordinates somewhere else. I don't me a reference to the TEs, I mean, the player says "this object needs to be a destination" and you store the location in an Item or a Capability, then when the player goes to the other portal, you read from that.- [1.12.1]Load tileentity on command
See. Here's the thing. It shouldn't bloody matter where the destination is. You send the player, bam, done, everything's golden. We're trying to figure out why the hell you need to get any data from the destination at all.- [1.12.1] Question about how the UniversalBucket models and textures work
forge:forgebucket would be a internally constructed code-model. It won't exist in the assets at all (fluid block models are done the same way).- Lower flying Ghast entity
- [1.12.1]Tesselator transparent image not rendering background
https://bugs.mojang.com/browse/MC-9553- Slot index out of range [0,1]
No, you're wrong. Did your inventory previously only have 1 slot? Are you reloading a world with a TE that had been previously saved?- How to make existing mobs registered with ModEntity instead of GlobalEntityID?
Not only is the answer to that yes, but if the mods you're using use GlobalIDs, you can't fix that.- How to make existing mobs registered with ModEntity instead of GlobalEntityID?
I thought that might be true when I posted, but I wasn't sure. 256 per mod was always "more than any mod will ever need." Even Mo'Creatures only adds fifty eight.- [1.12] Oredict Recipe Output
Cool, thanks Choonster. Shame the oredict isn't ready / populated when recipes get parsed or I could pass the oredict value straight to the constructor and skip over the getRecipeOutput and getCraftingResult overrides entirely.- Another forum bug
HA! REPLICATED. Had it happen a minute ago and caught it before I posted (and with a post I didn't need to make because I forgot something dumb)- How to make existing mobs registered with ModEntity instead of GlobalEntityID?
Pretty much. 256 entities per mod.- Texture missing again..
You have a couple of these: And then this: Plus, you haven't shown any code. - Item Texture
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