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Draco18s

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Everything posted by Draco18s

  1. https://github.com/VoxelBuster/StarboundMod/blob/master/forge-1.12-14.21.1.2387-mdk/src/main/java/io/github/voxelbuster/sbmod/common/block/IndustrialFurnaceBlock.java#L76 You need to create your own GUI.
  2. Nnnnope! If you use a parent of "item/generated" you don't need the display properties at all: item/generated does them for you. Unless you want it to display differently* (e.g. item/handheld overrides some of the display properies and is the parent of swords, axes, and other tools). *I have an item which parents to item/handheld and I still override some display properties, but that's an exception, not a rule.
  3. 1) Please stop mentioning me directly, any number of other people can weigh in on your problem as well. 2) What part of "I've never created a terrain generator" did not make any sense to you?
  4. Beats me, I've never created a terrain generator before.
  5. This doesn't work for me on Forge 2462, the event never fires. Nevermind, I was using a non-static event handler and copied in a static method.
  6. I have a set of recipes, crafting 9 tinydust into 1 largedust. There's about...16-18 of these for different ores (iron, gold, flour, etc). Not all of the ores exist in the game (e.g. copper) so I would prefer not registering those recipes (and their associated advancement). In 1.10 and 1.11 I had this: Which set up an arbitrary ore for all the various things that could be done with it in my mod: smelting, grinding, sifting, packing, crafting... Now with 1.12 and the json recipe system, how would I convert this? Is there an easier way than 16+ recipe json files?
  7. Show more of your code. Where is your registration?
  8. Finally figured it out. Turns out my data value was off by 1...making it want a flower variant that didn't exist (pure coincidence).
  9. You increment a every time you loop through for (int n = 0; n < 33; n++), which happens every time you loop through for(int k = 0; k < 5; k++) which itself happens every time you loop through for(int j = 0; j < 5; j++) Math: 32 * 4 * 4 = 512 Size of array: 255
  10. Can you post the whole class? Don't do things like *insert my class here*, it actually makes it harder to figure out what your problem is.
  11. Ah ha. Few (if any) of the vanilla advancements make use of such logic and their accompanying deserializers are hard to read. Especially when you don't know what to look for. Thanks!
  12. Or maybe I just fucked up typing the [ /spoiler] earlier. But I could have avoided posting this thread if there was a post preview function
  13. When using the [ spoiler] tag manually, it assumes that everything after it is inside the spoiler, including anything after a corresponding [ /spoiler tag]: The following looks like this in the editor: This is outside. This is after and outside.
  14. Trying to debug some of my code, I was in the debugging perspective after hitting a breakpoint which paused the server thread. After about a minute, the dedicated server terminal window closed with the following message: [22:24:14] [Server Watchdog/FATAL]: A single server tick took 60.12 seconds (should be max 0.05) [22:24:14] [Server Watchdog/FATAL]: Considering it to be crashed, server will forcibly shutdown. Great, thanks guys. And the crash log it generated:
  15. Title is not entirely accurate, but the point is that currently the CriteriaTriggers for advancements has a private REGISTRY and register() method. Without being able to register a new ICriterionTrigger object with this registry, modders cannot create new advacement triggers (this includes recipes that award on something other than the vanilla triggers). For example, I want to create a trigger that will test true when any one of a list of items is picked up (the vanilla InventoryChanged trigger does take a list, but it needs all of them to be acquired before being true) as I have six flower blocks that are all basically the "same" block (limits on metadata based state information) and I want to award an advancement if any one of those six blocks is acquired (technically possible with vanilla triggers, if I smashed all six ItemBlocks into a single Item--yuck). I then have another advancement I want to trigger when the player uses bonemeal and grows any one of these flowers (which not possible with vanilla triggers). I have no idea how things need to be set up to fire registry events and so forth, otherwise I would do it myself as a PR. Presumably these would need to be registered before recipes and advancements but after item models. (The ICriterionTrigger classes are also insanely complicated, involving two static child classes and most of the one I have was pieced together from existing vanilla versions).
  16. Any time you change from "burning" to "not burning" or from "not burning" to "burning" you need to call those methods.
  17. You need to tell Minecraft that the status has changed. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L95-L98 Don't forget to override shouldRefresh (neccessary if you're dealing with metadata states at all) https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L231-L233
  18. Remove the entire "display" tag and use parent:"item/generated" instead.
  19. Use ItemStackHandlers. I don't know how ItemStackHelper.loadAllItems(compound, this.inventory) does its thing, you may be using it wrong.
  20. How would I go about triggering an advancement when the player picks up one item in a list, not all of them? The vanilla conditions seem to be an AND operator and I can't figure out how to specify an OR.
  21. ModelLoader.setCustomModelResourceLocation(...) in the ModelRegistryEvent.
  22. Nope, still not working. I even tried setting the recipe to "xx ","xx ", " ", using # instead of x, removing the data:0 on the result (the output item doesn't have subtypes). No dice. Also didn't appear to be true.
  23. You never write currentBurnTime to the NBT. You also never sync the data with the client. Also, you should be using ItemStackHandler objects (and getCapability()) instead of the IInventory interface.

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