Everything posted by Draco18s
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[1.11.2] Block not updating other blocks properly and being removed on world reload
> No crash posted
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[1.11]Prevent item to be moved out of the inventory
No.
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Proper way to get entity acceleration?
> It crashed > No crash posted > No code posted "Doctor! It hurts!"
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Item crafted does not persist, but when taken from creative it persists
Uh. Yes. That's....kind of how things work.
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[1.11.2] [SOLVED] Way of stopping ALL entity motion?
This is because the client is responsible for the player's motion and sends its changes to the server. The server is then resetting the values and updating the client.
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[UNSOLVED][1.10.2]Need help with TESR and tileentity item
For the record, I'm not ignoring your posts. I just have no fucking idea.
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[1.8.9] Custom Block Visual Error
....you will also need to override isFullCube and isOpaqueCube and return false.
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[1.10.2] DamageSource protection
The LivingHurtEvent obviously. And damage sources aren't registered. The just exist. But the source is passed in the event object.
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IProperties for texture changes 1.10
Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 64 column 2 Your json file is invalid.
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[1.11] [Client-Mod] Get itemstack name being wierd
Diesieben07 is a mod, just FYI.
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IProperties for texture changes 1.10
Your registry name--and therefor your asset names--must be all lower case.
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[1.10.2] DamageSource protection
Events.
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IProperties for texture changes 1.10
Resource paths are already handling the colon: its the asset folder name. You DO have to tweak the lang file entry. That's what I meant. As for block model: always, always, ALWAYS check the log for errors. If you can't find our figure it out, always, always, ALWAYS post it.
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IProperties for texture changes 1.10
You should not use substring, you should instead update your assets with the new prefix.
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Why are item textures not displaying?
Method signatures, objects, overriding, events are just the ones i can think of.
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IProperties for texture changes 1.10
Yes and getBlockState, which returns an IBlockState object, which is sort of a compound of a Block and is metadata.
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IProperties for texture changes 1.10
You really should set the unlocalized name to the registry name: setUnlocalizedName (getRegistryName ())
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How to change block material?
I don't know if there is a blockstate based getmaterial method. But that's what you would override.
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[1.11.2] Another problem about fluid
Go to Entity line 1217, "handleWaterMovement." Follow it down.
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My server crashes everytime i boot it up [Solved]
Additionally the babyanimals mod is the one causing the problem. It does not appear to be programmed correctly and will not work on servers. You can tell because the crash includes "com/outlook/siribby/babyanimals/model/ModelNewPig" in the first line. Also, this should have gone in Support & Bug Reports. This forum (Modder Support) is for mod development.
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How to check which chunks are unloaded when the world unloads
Persistent chunks are chunks that persist, i.e. are chunkloaded so that they NEVER unload unless the game is shutting down. So yes, that array would be empty. If you want to check for chunk unloading, subscribe to the ChunkEvent / ChunkDataEvent events (there's at least three between those that will be of interest).
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[1.11.2] Another problem about fluid
Look at how Vanilla does it.
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[1.11.2] Another problem about fluid
Because the water push logic is handled by Material.WATER checks in the Entity class, explicitly. If you want a block to push players/objects you will need to code that into your block class.
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[Forge 1.10.2] Create a pickaxe that break unbreakable blocks?
List<ItemStack> drop = new ArrayList<>(); Cool, I have an array object if (drop == null) Nope, it's not null. It's an ArrayList of size zero. block.harvestBlock(world, player, pos, state, world.getTileEntity(pos), new ItemStack(block)); InventoryHelper.spawnItemStack(world, pos.getX(), pos.getY(), pos.getZ(), new ItemStack(block)); And now, I ignore the fuck out of my array object.
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Creating a timer until a certain event
You need a TickEvent handler and count ticks.
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