Everything posted by Draco18s
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[1.12] How to have a ticking variable for a mob without overriding the mob?
If it's all AI, no, you don't need to do anything for the client. As for the capability, use GetCapability(...) on the entity in question.
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[1.12] Crash when trying to use ObjectHolders
Local variables.
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[1.12] Crash when trying to use ObjectHolders
That's what the ObjectHolder annotation is for!
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[1.12] Crash when trying to use ObjectHolders
Uh. You're not using them correctly. http://mcforge.readthedocs.io/en/latest/concepts/registries/#injecting-registry-values-into-fields public static final Block diamond_block = null; // public static final is required. // Type Block means that the Block registry will be queried. // diamond_block is the field name, and as the field is not annotated it is taken to be the resource path. // As there is no explicit domain, "minecraft" is inherited from the class. // Object to be injected: "minecraft:diamond_block" from the Block registry. Notice how the field is null. Notice how the field is of type Block. Notice how the field name equals the registry name.
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[1.12] How to have a ticking variable for a mob without overriding the mob?
The...world...? All entities have a reference to it.
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[1.12] How to have a ticking variable for a mob without overriding the mob?
Whut. How about applying a Capability to the animals that stores the last world-time they were harvested? The butchers would then query that, do a calculation to see if that value is more than 24000 ticks ago, and then perform an action based on the result.
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How do I create gasses?
Write your idea down. Go back to the basics. Step 0: learn Java Step 1: make some basic blocks that look pretty
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How do I create gasses?
You have no idea what you're doing, do you?
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How do I create gasses?
What have you tried?
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TrapItem for mob
Your code currently gets the entity's name, throws it away (does nothing with the variable), and then kills the entity. 99% sure that has nothing to do with spawning entities. Please explain further.
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Button click, lever turn, pressure plate click etc event
I don't know how to stop pressure plates from activating. It's a collision thing.
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[SOLVED] item doesn't render properly in inventory
By the way, you don't need the display tag. Those are already specified in the item handheld model. You only need it if you want to override the values.
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problems with Iproperties
Probably. The names have changed a bit.
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It keeps on crashing!
Relevant log line: [22:11:53] [main/WARN] [FML/]: Registered override did not have an associated owner object. Name: rtm:ruby_pickaxe Type: net.minecraft.item.Item Value: jouri.RandomThingsMod.Init.Tools.CustomPickaxe@2f667f80
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[SOLVED] item doesn't render properly in inventory
Did you do this?
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problems with Iproperties
I got that part. But you're sending a message to the server from onBlockActivated. This has nothing to do with that. Generally speaking, any method that isn't marked @SideOnly is called on both sides. I've run into a handful of cases where that's not been 100% true, but it's a good baseline. OnBlockAddedToWorld GetStateForPlacement
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problems with Iproperties
I have no idea what you're trying to do with that code. onBlockActivated is already called by both sides.
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[1.12] Increasing minecraft main loop tick
You only need mobs to tick faster. The "everything else" in the game can be ignored. You can just call a mob's EntityLivingUpdate method as much as you want.
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[1.12] Item Rendering Question
That tutorial is fucking stupid. Recipes (crafting, smelting, brewing, etc) need to be known by the server in order to function.
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[1.11.2] Item model not rendering
ModelLoader is a client-side class, any references to it must be in your client proxy.
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[1.12] Item Rendering Question
1) Why is this in "client"? https://github.com/ChellieH/BigDoors/blob/master/src/main/java/chelliesmods/tutorial/handlers/RegistryHandler.java#L15 2) Why is this in "common"? https://github.com/ChellieH/BigDoors/blob/master/src/main/java/chelliesmods/tutorial/handlers/RegistryHandler.java#L25-L26
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problems with Iproperties
On the client: make both values false On the server: make them random When the server sends the update packet to the client (which would happen immediately) the client will become aware of the correct state.
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problems with Iproperties
The client and server disagree about what blockstate was placed. Also: https://github.com/Thegamerchunk1/x3d/blob/master/src/main/java/x3d/blocks/chromosoneblock.java#L82-L90 Seriously? A for-each loop where you manually track an index? Use a regular for-loop. I mean, hell, having to do this should have clued you in.
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[SOLVED] item doesn't render properly in inventory
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[SOLVED] item doesn't render properly in inventory
There will be errors in the log. Post those. Also your mod ID needs to be all lower case.
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