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Draco18s

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Everything posted by Draco18s

  1. The idea of "submodels" are specifically related to the Blockstate Json. You can't do "submodels" in a model JSON.
  2. gurujive's being a troll. Ignore him. Better yet, add him to your ignore list!
  3. I) Learn how to use the [nobbc] [/nobbc] tag and 2) Specify a texture in the json file, there are examples everywhere
  4. Lava setting enemies on fire (and thus destroying items) is handled in the Entity class. You will need to create your own material.
  5. Can you? Absolutely. Should you? Avoid ASM like the plague. Better yet, avoid the plague like ASM.
  6. Gosh, I wonder why. Anyway.
  7. Gui gui = event.getGui(); if (gui != null && gui.getClass() == net.minecraft.client.gui.inventory.GuiInventory.class && !(gui instanceof PrimalGuiInventory)) { gui = new PrimalGuiInventory(Minecraft.getMinecraft().player); } Congrats, you made a local variable equal your gui. The function returns, the local variable is popped off the stack, and no longer exists. The event object is unchanged, the vanilla gui is displayed.
  8. It's not told about the potion affect. However, when the potion lands and shatters, it gets told about a particle effect and what color it should be.
  9. How about you put what you're trying to depend on, rather than just dashes?
  10. How do you plan to display a three dimensional crafting grid?
  11. Elytra movement is handled in the Entity class (EntityPlayer), so you will be unable to replicate the functionality without using events and duplicating all of the math.
  12. Hint: you need to use the new operator.
  13. > get current generation class > set replacement to it a = a much?
  14. Look at how vanilla does it.
  15. The site is down. You will have to wait.
  16. You need a custom ItemBlock class.
  17. Why the fuck would a world generator be in the client side only code? You know the client isn't responsible for world state information, right?
  18. getActualState() You need state properties that represent the data, but you can't set those values via setBlockState() because they aren't encoded in metadata.
  19. You think that is a lot? Check this out (and I don't think that's even everything) No, I'm complaining that that's all Visual Studio has, and not more. I'm grouching that the things I want aren't there. I've used Extract Interface a dozen times, extract superclass at least twice. No push up/pull down, but I can see its use. Used Encapsulate fields a few times (usually through the auto-hinter). Use Interface Where Possible I've done when using Extract Interface/Superclass... I freaking love those options and I wish Visual Studio had them.
  20. If you're using a TE, you need to get the TE at the position and set the values there. You don't use BlockStates for this.
  21. PlayerInteractEvent is your best bet, probably. Will be difficult to do what you want, as those blocks don't have their own event.
  22. Oh that's nice. Shame I use Eclipse. Then again, I've been off in Unity3D land and you know what I miss? Refactor tools that do things other than "rename." Or the ability to define a super class and interfaces when creating a new class (Microsoft actually REMOVED this feature between 2005 and 2015....) Damn, should have thought of that. And I don't feel like refactoring it now...
  23. By the way, feel free to take a look at my LootUtils class and a very basic usage of same. (d7: any suggestions on how I'd make the giant list of ints more legible without having to check all the paramter names? Using variables would work, but would take up a bunch of lines...)
  24. Caused by: java.lang.NullPointerException at com.TonyTiger.simplecoins.world.genCoinsInWorld.lootLoad(genCoinsInWorld.java:36) Looks like this line isn't working: LootPool main = event.getTable().getPool("main");

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