Everything posted by Draco18s
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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.
- [solved][1.11.2] CustomGuiContainer
- Help with Modding!!
- Help with Modding!!
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Help with Modding!!
There's a lot I can only infer, namely all those SRG function names. I assume you're calling the right methods, but I have no way to tell. Are you on the latest MCP mapping?
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Help With International Key Codes
Well it's clearly not working in the desired manner. Ergo, something's wrong. Now that your use-case is clear, an approach can be made. Unfortunately I'm not savvy enough with the aspects involved to offer any insight or alternatives.
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Help with Modding!!
1) https://github.com/Mavigno42/ModTest/tree/master/src/main/resources/assets/modtest/lang You need to rename that file as en_us.lang as all resources must be in lower case. 2) Part a: https://github.com/Mavigno42/ModTest/blob/master/src/main/java/com/mavigno/modtest/tileentity/base/TileEntityBasicInventory.java#L15 You don't need implements ICapabilityProvider, TileEntity already implements that interface. Part b: https://github.com/Mavigno42/ModTest/blob/master/src/main/java/com/mavigno/modtest/tileentity/base/TileEntityBasicInventory.java#L17 Pretty sure you can't create the ItemHandler like this, as the SIZE value is coming from the constructor, but at the time that this field is initialized, the constructor has not yet been called.
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Help With International Key Codes
Well your code is broken isn't it?
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Help With International Key Codes
What are you trying to do? Not "How do you intend to solve the problem" but what is your goal? From the end-user stand point what are you expecting? No code.
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Is instrumenting own code a good idea?
Just have to make sure the thing you're find/replacing isn't generic. "{uncomment}" isn't something that would ever appear anywhere else in my code,
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Is instrumenting own code a good idea?
I do/did something similar: https://github.com/Draco18s/ReasonableRealism/blob/master/build.gradle#L49 Scroll all the way to the right, that line is a list of find-replace pairs: the last one is a comment called "uncomment" that when removed enables a section of code. I had to do this with Reika's API because it would crash Eclipse because it wasn't properly set up to be in the dev environment. But it compiled and ran in live code just fine. You could do the same thing with your debug statements, only in reverse.
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[1.8.9] Using Mod API's
You need to add it to Eclipse's build path (right click almost anything in the project explorer window -> build path -> modify. in the new window -> add external jar)
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[1.11.2]WorldSavedData issues
Packets.
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Coremod - Replace base class with an extended one
I recall that Keybounce was dealing with multithreaded ticking with a finite fluid mod (ticks only for the mod's fluids, on top of the vanilla system). I think he was trying to update it, but I don't remember his target version. Long story short, it was convoluted, a mess, fraught with peril, and confusing. I think he managed to get it to a "functional" stage, but still not efficient enough to replace whole oceans with.
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Why are item textures not displaying?
And what does your code look like now?
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[1.8] Explosion when placing a block
World#createExplosion returns an Explosion object. You can't use that as the return value for a method that returns an integer.
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[1.11] Get a list of all tile entities registered
Heat falloff by distance, btw, is not linear. Its inverse square.
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Mod Loading Order/Creating Blocks at Runtime
The thing is, for positions that are near each other in the same dimension, you'll want coordinates that get hashed to be near each other as well: so that large patches of your block don't chunk-load hundreds of storage dimension chunks.
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[1.10.2] fire event?
"Next version" ha, that's funny. More like sixteen. But I had to do that to get the crop growth event I wanted.
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New Forge Event
Yes. the vanilla HUD is made up of multiple elements. Look at the RenderGameOverlayEvent object, and its usages, to see how.
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Mod Loading Order/Creating Blocks at Runtime
It's not fake, exactly. It's real. If another mod gives the player the ability to teleport to any dimension, they could go there. But as there's nothing there (void generation) and because the data that is there isn't really "permanent" they can't screw anything up. For your use--as you intend to actually save the blocks in that dimension and use them as real blocks--you'll want a better pos->pos hash function. I can't make any suggestions though. You could try a 4D to 3D projection (you're trying to map [dim, x, y, z] to [x, y, z] with as few collisions as possible, but knowing that the data set is going to be relatively sparse: more likely for a block to exist at x+1, y+1, or z+1 than it will at dim+1 or x+2971,z+4128).
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