Everything posted by Draco18s
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Removing a Vanilla Smelting Recipe [1.10]
Move this line outside the loop, otherwise you're creating new objects every time the loop iterates, leading to more garbage collection.
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Updating a free source mod
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.
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[SOLVED] Strange Forge Error
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/?
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[1.11] ItemStackHandler Capability deletes contents after every tick?
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.
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[SOLVED] Strange Forge Error
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.
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[1.11] ItemStackHandler Capability deletes contents after every tick?
Boot up the debugger and step-through it.
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[1.11] ItemStackHandler Capability deletes contents after every tick?
You need to clone the recipe's result stack.
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Updating a free source mod
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.
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[1.11] ItemStackHandler Capability deletes contents after every tick?
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
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Removing a Vanilla Smelting Recipe [1.10]
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
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Highlighting blocks in game for debugging
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.
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1.10 Blocks with multiple properties
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.
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Highlighting blocks in game for debugging
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.
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Highlighting blocks in game for debugging
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.
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Highlighting blocks in game for debugging
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.
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Highlighting blocks in game for debugging
No
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[1.10] Custom block drop from onBlockDestroyed has too much motion
Use the HarvestDropsEvent instead.
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[1.10] Custom block drop from onBlockDestroyed has too much motion
Try using harvestBlock
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Check If player is moving
http://bfy.tw/AuGd
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[1.10] Custom block drop from onBlockDestroyed has too much motion
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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1.10 Blocks with multiple properties
You mean? for(IBlockState state : values) { String str = mapper.getPropertyString(state.getProperties()); _registerBlockItemModelForMeta(block, block.getMetaFromState(state), str); } There's a reason I wrote registerBlockWithCustomItem(...)
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Question about Obfuscation
Inherited methods must match signature, so yes. (I originally misparsed your question, but I was able to supply more detailed information.)
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Question about Obfuscation
I am 100% sure no. How do I know? The MCP mappings. SRG Name MCP Name func_175625_s getTileEntity func_176442_d getTileEntity func_177424_a getTileEntity func_177507_b getTileEntity func_180611_e getTileEntity func_190300_a getTileEntity For methods that override, the answer is yes. But just because a method has the same name doesn't mean anything.
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Faulty Terrain Scan
That's precisely what it is. A top half and a bottom half.
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Faulty Terrain Scan
Surprise. http://minecraft.gamepedia.com/Flower#Data_values There's three.
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