Everything posted by Draco18s
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For some reason stackTagCompound isn't syncing with the server.
While this may be true, you're still fetching the name from Mojang's server when you don't need to: the player is right there, their name is already cached, just query the cache as D7 has indicated. No need to request from the auth server, no need for a child thread, no need for a callback. EntityPlayer::getGameProfile().getName() Boop, done.
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1.12.1 where are the other lang files? I only see en_us.lang
The capitalization changed in 1.11 when Mojang moved to an all-lower-case format for ALL resource files. I am not sure how the vanilla language files are handled, but mod language files can still be loaded with the resource pack format of 2 (current format is 3). As for only the English lang file being available in dev: I'm sure there's a reason, I just don't know what it is.
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[SOLVED] [1.11.2] Locking a Chest - Just Need Confirmation
UUID is the way to go. Never* use a reference to an entity other than by UUID. *There are exceptions, but they're rare
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[1.11.2/1.10.2] [UNSOLVED] Chunk Loader
I didn't have a good way of mapping multiple chunks to one ticket.
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[1.10.2] [SOLVED] onNeighborChange
Ok, so, 1, World implements IBlockAccess, you can check and cast. Or 2, IBlockAcess#getTileEntity().getWorld()
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Simple question about Access Transformer
1) One time only: find the field (expensive) 2) One time only: store it in a publicly accessible location (cheap) 2) One time only: set the field accessible (expensive) 3) Every tick: set the value (cheap)
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Simple question about Access Transformer
Use Reflection instead. It's a lot easier.
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For some reason stackTagCompound isn't syncing with the server.
You can't do this. The server is in control. You need to tell the server what you want to do, the server verifies it and sets the itemstack data, and that will sync to the clients. Remember: The client always lies.
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[1.12] Battery item shares charge across all instances of item.
Yes, anything that can only be handled by the physical client must go in the Client Proxy. This includes model registration.
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[1.12] GameRegistry.register has finally been removed?
http://mcforge.readthedocs.io/en/latest/concepts/registries/#registering-things
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Model definition not found
This is wrong. If you're using the ModelMesher you're doing it wrong. ModelLoader.setCustomModelResourceLocation() in preInit or the ModelRegistryEvent (and client side) only.
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[1.11.2/1.10.2] [UNSOLVED] Chunk Loader
My code uses a separate ticket for each chunk. I am not 100% sure at this point that that is required, but I know that my code can take advantage of that. This code is in my main class because the code is not sided. Both the client and server need to know about the chunks being loaded. I use a list (actually a HashMap) because I need to keep track of all of the tickets and I need to know if the ticket for a given chunk is active or not (if it's active, increment the number of active "references" to that ticket).
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Model definition not found
When looking at the folder with File Explorer (not in your IDE) is the path src/main/resources/assets/extendedemeralds/models/item or is it src/main/resources/assets.extendedemeralds.models.item?
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[1.12] Battery item shares charge across all instances of item.
I hate this: https://github.com/44tim44/Capability_Battery/blob/master/src/main/java/com/bte/mod/proxy/CommonProxy.java#L19 There is no reason to pass the FML lifecycle events to the proxy classes. The only thing you do in those events can be handled by the main mod file just fine. E.g. here's my common proxy: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/CommonProxy.java Look at how deliciously empty it is. There's exactly 1 external method call. Could it be in the main class? Sure, but with an existing method (needed by client proxy) it made sense to have it there. In your client proxy you do fuckall with most of those methods.
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Mod don't have any texture on Server.
Jar files are zip files. The zip format enforces case sensitivity in its file format specification.
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[1.11.2/1.10.2] [UNSOLVED] Chunk Loader
This may help you: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/industry/ExpandedIndustryBase.java#L180-L204
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[Any] [SOLVED] Saving NBT data
Loading* You mean loading.
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Bypassing DE-style armor
Oh good. You're asking us how to bypass a mechanic you wrote and provided dick all in code for us to even have a clue.
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Mod don't have any texture on Server.
Which bit? All lower case? No, you should still do that. Uploading the project to github? No, you should still do that.
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[Solved] [1.10.2] Forge Blockstate: Texture choice depends on multiple values
Yes, but you can do other things as well. You just need to figure out how to map the states.
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[1.12] Butcher Harvesting Meat Doesn't do Anything
if (this.villagerObj.getDistanceSqToEntity(this.animal) > 2.25D) //Crashes here No, it's crashing trying to calculate the distance. Inside this function. There's only one object here that could be null: this.animal Do a search of your file for "animal =" and tell me what you find and if you still have a problem.
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[1.10.2] TileEntity returns wrong values even though they are stored correctly
No I can't. I have to assume the opposite, because if I assume that your superclass does something, then I can assume your code works perfectly.
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[1.10.2] TileEntity returns wrong values even though they are stored correctly
Because we can totally tell what your superclass does.
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[1.10.2] TileEntity returns wrong values even though they are stored correctly
https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L174-L189
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[1.10.2] TileEntity returns wrong values even though they are stored correctly
Packets.
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