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Draco18s

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Everything posted by Draco18s

  1. Pretty much all of the non-hills biomes. Plains, forest, birch forest, ice plains... Average ground height is considered to be 63.
  2. Note that 65 is "above ground" for most biomes.
  3. 0,0,0 should be bedrock in the overworld, the nether, and similar dimensions. For other dimensions (without a bedrock floor) it's possible although unlikely to be able to place a block there.
  4. Let me see if I read this correctly: ItemNBTHelper.getBlockPos(usedMicrophone, "BoxPos").equals(BlockPos.ORIGIN) If the microphone is brand new, then its BoxPos will be the origin, yes? Ok, so I go to link it, I get the current linkage, it is to the ORIGIN, that returns (!(origin)) which is false, and I dump into the else statement: player.sendMessage(new TextComponentString("You have no source bound to the microphone"));
  5. Where do you register the block itself?
  6. This is how I do it: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L127 An example blockstate file for an item: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderores/blockstates/largedust.json
  7. The reason I suggest starting with blocks, rather than items, is because you can say "f*k it" to the ItemBlock and just deal with a purple cube until you're ready to do items. Your first item? That block.
  8. Both of those are also handled by the entity being in the water Materia.WATER. Or at least, the particles are. It's waaaay up in the Entity class, IIRC.
  9. Well...If you open up the item class and start searching for things like "speed" and "efficiency" you'll invariably end up finding efficiencyOnProperMaterial. Right-clicking on it and searching for all references will lead you to public float getStrVsBlock(ItemStack stack, IBlockState state) in ItemTool. Magic.
  10. My usual suggestion still applies, although I will agree with Franckyi, step 0: play Minecraft. If you don't feel like using the wiki to constantly look up how to make items (and you're not on 1.12 with the recipe book), then I recommend installing Forge and then JEI (Just Enough Items) or NEI (Not Enough Items) depending on which version of Minecraft you're using (those names, by the way, are jokes on the original mod, Too Many Items). From there: Start basic. No, even simpler. Start with a decorative block. Something that does nothing but sit there and look pretty. Or ugly. Who cares about looks, all we care about right now is creating a single block and getting it to show up. Then make a simple item, again, looks pretty (or ugly). Then make a block that in some way reacts to something the player does. Maybe it's oriented like a log and when you right-click it, it rotates. Then make a block that stores data in a Tile Entity. Then make a machine block (something that has an inventory)--including a UI--does something with that inventory, and finally, displays that progress in the GUI screen. At every stage of the process you should either know how to do everything, know where to look to find a block that does something similar, or have exactly one unknown (or at least, as few as possible). Don't immediately go "I want to make a custom 5x5 autocrafting crafting bench that uses the oredictionary, damages one of the inputs (a "tool"), and makes noise while doing it!" You'll have too many unknowns and will almost certainly try to make things in the wrong order.
  11. Better question: why do you need those constructors?
  12. Note that onEntityWalk is not guaranteed to fire, especially if the player is sprinting.
  13. The problem is in your recipe class's getRemainingItems method.
  14. Maybe double d3 = (double)(0.25F + random.nextFloat() * 0.1F); ?
  15. To a degree. I can see the rational both ways, but I'd have to play with it for a while before I could decide if the counter-intuitive method would cause me more frustrating than the must-crouch method.
  16. Ok. Let me put it this way: The logical client is not always on the same physical machine as the logical server. Ergo you have no access to the server-side player entity. If you want to reach across logical sides, then by all means, go ahead and do so, but your mod will be SSP only.
  17. TLDR: You can't. And when you could you shouldn't.
  18. Sorry, I was away from my workspace and expected them to implement a common interface That...seems unfortunately true.
  19. Yes. Looks at the two vanilla bosses.
  20. Ostensibly the correct tool will break it the fastest. That whole "any tool" thing comes down to whether or not the blocks's material requires a tool to harvest it. If it doesn't require a tool, the "using correct tool x5 multipler" is added in regardless. The tool then adds its own efficiency multiplier (including enchantments) if it is the correct tool. But as d7 said, it can be modified arbitrarily by that event.
  21. The log contains more information. Both for you to learn how to read and for us to diagnose and point out the pertinent information.
  22. I just checked out the code responsible. No. There is not. I could have sworn there used to be an event for it, but it certainly isn't there now.
  23. Model is just for visual fluff. Everything else is controlled by...well...everything else.

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