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Draco18s

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Everything posted by Draco18s

  1. That's the list of all renames. Its not terribly well organized, but it is the list.
  2. https://github.com/ModCoderPack/MCPBot-Issues/issues
  3. It's not a Forge issue. But yeah, try starting over from scratch and use the Forge blockstate format. It's a lot nicer.
  4. I don't know then. Because they look fine to me and I've never had that particular error crop up when there wasn't something obviously wrong.
  5. It's a thing that vanilla did in 1.10 and Forge never supplied a good default (or never altered the method to supply a good default, I'm not sure which). The default method is "replace the TE if the TE is not a vanilla TE" which is pretty much worthless. Are there TEs that should refresh when the blockstate changes? Probably. Is it the vast majority? No.
  6. Move this line outside the loop, otherwise you're creating new objects every time the loop iterates, leading to more garbage collection.
  7. 1) Some method signatures changed, this is probably the cause of any "The method [func]() is undefined for the type [class]" errors. 2) You really need to know Java 3) See prior posts.
  8. Ok, so the problem is caused by this (your original json files): (Just because you get "Exception loading model" or "Exception loading blockstate" does not mean that that is the only error. It's a wrapper error around another error farther down) Something is seriously wrong with your json. Have you tried running them through http://jsonlint.com/?
  9. Ah! I know what it is. Your TE changes your blockstate when it gets an output item. Changing the block state results in the TE itself being deleted and recreated. You need to override...shouldRefresh in your TileEntity like so.
  10. Try this format instead: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderfarming/blockstates/saltore.json You may also want to make your ModID longer. Two letters really isn't that good, you've got like 30 to work with, there's no reason to abbreviate.
  11. Boot up the debugger and step-through it.
  12. You need to clone the recipe's result stack.
  13. Essentially what's happened is that Minecraft 1.11 requires that the ItemStack variable type can no longer be null. Instead it uses the static constant, ItemStack.AIR (if I remember the location correctly). Similarly all ArrayLists<ItemStack> must be replaced with NonNullList<ItemStack>. But yes, you're going to need some Java knowledge to be able to mod, even updating, because you need to understand the sentences above.
  14. Uh? https://github.com/hnsdieter/FluxedThings2/blob/master/src/main/java/pingubro/fluxedthings/tileentity/TileCrystalCauldron.java#L46 https://github.com/hnsdieter/FluxedThings2/blob/master/src/main/java/pingubro/fluxedthings/tileentity/TileCrystalCauldron.java#L51
  15. If you want, you can take a look at how I accomplished this. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/util/RecipesUtils.java#L85
  16. Then you're doing it wrong. And I don't even know why I keep replying to your threads. Some sort of masochism, I suppose.
  17. You don't. You only need to register the states that will exist as an item. I'm not sure I wrote a helper function that falls between "all states exist as an item" and "completely custom statemapper" but adding it shouldn't be too difficult. Just don't do it as you had, where the strings are specified next to the item registration. You want a generic way of handling it so that the item/block can specify.
  18. You would need to write that code yourself. There is no way to tell vanilla to highlight a block, even if vanilla has code that does it. You need to recreate it yourself, in your own code, and invoke your own code. That, however, still leaves you the problem of displaying it as debug output which you can't, because your code will say "draw these blocks" then "delete all these blocks" and both of those will execute before any render code gets done to actually draw the highlight. The blocks are already gone.
  19. Events don't do that. Events are fired when the vanilla does something and you want to change that behavior. Events are not to make vanilla do something.
  20. That is the event that deals with drawing the wireframe around the block the player is looking at. That doesn't do what you want, not in the way you think.
  21. http://bfy.tw/AuGd
  22. That's because onBlockDestroyed is called before the block gets set to air. So yes, the item is, in fact, inside a solid block.

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