Everything posted by Draco18s
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[1.12] Confused with the new registry system.
Probably never. And I don't think people are idiots, I just think that they can't be bothered to do even a cursory search.
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[1.12] Item doesn't take damage
Nope. Looks like I can use removedByPlayer instead and that correctly deals damage to the item.
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[1.12] Confused with the new registry system.
1) STOP USING THE MODELMESHER (I am yelling because this is ALL OVER THIS FORUM for anything having anything to do with textures). This hasn't been correct since 1.8 2) http://mcforge.readthedocs.io/en/latest/concepts/registries/#registering-things
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[1.12] Item doesn't take damage
The stack itself takes the damage, at the end of the above function, the stack has the desired 1 damage. When it returns (back to the InteractionManager) it does not. The type of hoe didn't matter. I tried wooden, iron, and diamond.
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[1.12] Item doesn't take damage
I have this code in a block: @Override public void harvestBlock(World worldIn, EntityPlayer player, BlockPos pos, IBlockState state, @Nullable TileEntity te, @Nullable ItemStack stack) { if(stack != null) { Item i = stack.getItem(); if(i instanceof ItemTool) { stack.damageItem(2, player); } else if(i instanceof ItemHoe) { stack.damageItem(1, player); } } } While in survival mode, breaking the block with a hoe does not result in the item taking damage. When trying to debug, the item sustains the damage, this method returns, and as far as I can tell, no longer has the damage. Any other tool only takes 1 damage (???). I can't figure out what part of vanilla is overriding this effect. I know for a fact that this worked fine in 1.7.10, but I would need to go back and check 1.10 and 1.11
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[1.12] Help with registering entity into game
you aren't registering the entity itself, only a renderer for it.
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[1.11.2] Custom Furnace - Last Step, Saving Data Help [SOLVED]
No, that is not what that is for. What that is for its when we should delete the tile entity and all of its data and create a new one.
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[1.12] Help with registering entity into game
None of the classes you have posted are the RegistryHandler class. Feel free to ctrl-F that yourself.
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[1.12] How to create a Opacity Bar
A specific piece of text? All text?
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[1.12] What event should Ore Dictionary registrations happen?
Mhm. Of course, I've intentionally delayed one particular oredict registration before, as I needed to know "has any mod registered X?" before I registered my own, having registered my own it would have been more troublesome to figure out (as mine was going to get registered anyway, but I had to do another operation first).
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[1.12] Help with registering entity into game
No, because now I need your RegistryHandler class. #ShouldHaveSeenThisComing
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[1.12] How to create a Opacity Bar
Change the opacity of what?
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Another forum bug
And this is why I hate the editor this forum has. The symbols used for certain things are sometimes obtuse.
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"cannot be resolved to a type"
Try manually adding the import: import net.minecraftforge.fml.common.Mod; Does that work?
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[1.12]How to make recipes configurable?
Only if you're doing it with the registry event. If you're using JSON files, it just isn't loaded.
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[1.12] Modular Recipes
That's workable for now.
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[1.12] Modular Recipes
Nope! It does not!
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Random drops from block
You can't put it there, that's why. No items exist when that list is created.
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[1.11.2] Dynamic Models For 3D Items
It is still a bad choice when you want to return an Item. Trust me, I did it once. It was not pretty.
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[1.12] What event should Ore Dictionary registrations happen?
You done gone fucked up trying to quote me and put your rely inside the quote. In any case, in theory, a recipe registered with an oredict reference will work even if that oredict entry doesn't exist at the time of recipe creation (but does later) because the recipe actually operates on those strings when you use the crafting table. I've never messed around with it though. But it might screw up something else (e.g. "don't register this recipe unless oredict entry exists")
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[1.12]How to make recipes configurable?
Indeed. I already tried shoving a recipe into my own assets directory under /minecraft and it did diddly squat. Had to search around for a thread on recipe removal. Which, of course, leads to some vanilla advancements throwing an error when they load because the recipe is now missing.
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[1.12] Modular Recipes
Oh, that's good. Will that condition accept an oredict reference the way other Item specification does? (This was the bigger deal, I can suffer 16 json files, but disabling them was more important).
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[1.12] What event should Ore Dictionary registrations happen?
Honestly, you should probably do it "as early as you can."
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[1.11.2] Dynamic Models For 3D Items
The Compass way is terribad. It can only determine what model to show based on a float. If you want to do it based on NBT you need to use an ItemMeshDefinition. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/industry/item/ItemCastingMold.java#L80-L108
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[1.11.2] Custom Furnace - Last Step, Saving Data Help [SOLVED]
Have you done this:
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