Everything posted by Draco18s
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[1.12]Destroy or Spawn Blocks
- [1.12]Destroy or Spawn Blocks
Change the explosion shape -> custom Explosion class. Nothing about that says "I need a custom World class"- Custom IRecipe eats items?
Mm, you don't say.- Custom IRecipe eats items?
Use the debugger to find out why.- Custom Cauldron Recipes
Huh. Anyway. There's a right-click method inside the Item class you can override to get the behavior. I'm surprised Mojang didn't use it.- Custom IRecipe eats items?
You're already doing it: stack.getItem() == someItem- Custom IRecipe eats items?
Oh you can use a map or list for that, that's fine. You're just iterating over the entries and registering them. But that isn't what I was saying not to do. I was saying, don't do this: if(stack.getItem() == ModRegistry.items.get("rock")) { ... } THAT is what you shouldn't do. It makes your code rely on strings that if you change ("dur, 'rock' such a dumb name I'm going to change that to 'stone_gniess' instead"), well now you have to search your code manually for every instance of the string "rock" and change it by hand. You can't refactor it by using Source -> Refactor -> Rename.- Custom IRecipe eats items?
No. You create a field, you annotate it, you register the item normally. Then forge sets the value of the field for you.- Custom IRecipe eats items?
No, it's annotation magic. All you do is annotate the field (correctly) and everything else happens automagically.- [SOLVED] Custom Furnace - Slots not appearing due to IndexOutOfBoundsException
Start commenting out various lines in the container that add slots. You'll narrow it down eventually.- [SOLVED] Custom Furnace - Slots not appearing due to IndexOutOfBoundsException
Yeah, I even checked your "handle player inventory" code and it matches my own perfectly.- Custom Cauldron Recipes
Have you looked at how leather armor does it?- Which version should I upgrade my 1.7.10 mod to?
Personally I plan on updating an older mod of mine to 1.10 or 1.11 before updating it to 1.12, as there are fewer alterations that need to be made that have to be done for 1.12 and I figure I can start on the earlier changes, push a version for 1.10/1.11, before finalizing things for 1.12. Its because I want to supply the mod for the people who have already split off, while segmenting the work that needs to be done into smaller batches.- [1.12] Replacing one vanilla sound wipes out others
Vanilla is already supplying a sounds.json at that location.- Custom Capability without Storage
Why?- Help modded server wont work
1) this is the "get help making mods" forum, you should have posted in Support & Bug Reports 2) 1.7.10 is no longer supported here 3) Bitch at Bibliocraft, its their mod that's doing something wrong: Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/gui/GuiScreen at jds.bibliocraft.BiblioCraft.load(BiblioCraft.java:201)- [1.12] Item not rendering
1) item.getRegistryName() instead of MODID + ":" + id 2) Post your log file, if there's a problem loading models or textures, there will be an error there. 3) Found your problem, it isn't assets.slingshot, it's supposed to be nested folders. Same thing here.- [Solved] [1.12] Exception while ticking a dispenser
Probably the latter.- [1.12] Problem when rotating a rail
I don't know then.- [1.12] Problem when rotating a rail
Flag 0 won't do what you want either as one of the flags "sends the change to the client to be rerendered."- Generating Ores in Chunks of One
Probably because the random had values used up so it's placing those solo blocks somewhere else.- [1.12] Fluid properties don't seem to be working
http://mcforge.readthedocs.io/en/latest/events/intro/- Custom IRecipe eats items?
Ok, one, your recipes does dick with NBT data. What you've shown here is that the output stack has the same stack size as one of the input stacks. Two, ModRegistry.items.get() is not a good way to reference your items, it makes your code very stringly typed. Three, if you're overriding a method do to the same thing as the parent class, don't override (cough, canFit(), cough).- [1.12] Problem when rotating a rail
This line: worldIn.setBlockState(pos, state, 11)); That last number is a flag. One of the flags (either 1 or 2, I forget which) is responsible for notifying neighbors. You'll want to remove that flag.- [1.12] Problem when rotating a rail
Corner rails connect up with nearby rail blocks automatically. If there's two possible orientations, then one is default and the other is only possible when the block is receiving power. These two effects are likely overriding your attempted change. By the way, if you want to know if a block has a given property: if(state.getProperties().containsKey(....)) - [1.12]Destroy or Spawn Blocks
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