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Draco18s

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Everything posted by Draco18s

  1. The only thing I can really point you to is: https://mcforge.readthedocs.io/en/latest/ Failing that, you can always look for Lex's github which should contain at least one project that is up-to-date.
  2. I think its more that the people who know "all of the things" don't have the time to write a tutorial combined with the fact that updates are made so frequently as to out-date any tutorial in months, if not weeks. But we do post our code publicly on github, providing a reference, although usually not well documented. Then you have to consider the fact that a lot of new modders are people who barely know what programming is (the whole "I'm going to learn Java by modding!" outlook).
  3. If you look closely, it is 2.2 * 10-308, making it so much closer to 0, and that may be outside of the Double range, causing it to set to 0? Don't know for sure, I'm too lazy to figure that out. You're right, but it's still a positive value, and 0 is definitely smaller than it, which is why it's throwing a "zero is below minimum" error. (Java's Double.MIN_VALUE is 4.9E-324 for reference)
  4. Item seed = null; Block plank = null; seed = new Seed(plank);//what is the value of plank right now?
  5. 2.2 * 10-30 is definitely greater than zero. By about 0.0000000000000000000000000000022507
  6. Yeah, you're going to have to assign it more. Close everything you can, assign it about 1.5gb, and just let it do its thing.
  7. Player spawn gives no fucks about trees. It's only mob spawn that requires a full, non-transparent, block. And even then is on a mob-by-mob basis (most mobs don't override that default though).
  8. You've stated that you understand scope and how to step through code. Please show where the code is to fetch a new, random, spawn point and explain why it should be called during the second iteration of the loop.
  9. Create a constructor and call setSoundType(...)
  10. Something is null again. NPEs are very easy to solve. Go to the line that's crashing, find the thing that is null, work backwards to find out why.
  11. It's...a chest. You're not using outputSlot at all, for anything.
  12. Loot Tables. If you want to modify one, subscribe to the LootTableLoad event.
  13. If you add a block for UP, what about DOWN? NORTH? SOUTH? EAST? WEST? If they're all the same, why have an if statement at all?
  14. Going to stop you right there. You're wrong: That's your loop. "While the biome equals ocean or the block is water, setSpawn(spawnPos);" do { /*something } while(/*condition*/); You do not have a "while loop." You have a "do-while loop" and it ends with the semicolon. Those other three lines exist inside a block that is just a block. There's no wrapper conditional or anything on it. It's just a code block. public void someMethod() { //method block { //some unnamed block. perfectly valid code. } while(/*condition*/) { //loop block } }
  15. This. Is. Not. That. Hard. if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) Is this true? We're going to assume "yes" because it's the only capability we're dealing with and the capability we're interested in. if(worldObj != null && worldObj.getBlockState(pos).getBlock() != getBlockType()) Is this true? Well, no, because it'd straight return and that didn't test what we were interested in. if(facing == null) Is this true?
  16. No. Look at the method you have written, pretend that Facing.UP was passed in. What happens?
  17. So where, if even, should I use them? Or are they now useless methods? (I had them for something earlier) Remove them. What gets returned if facing equals EnumFacing.UP?
  18. You only return the ItemStackHandler inputSlot if either: a) the block at the TE's position isn't itself (this is error handling) b) the side passed is null Hoppers don't pass null for sides. (Also, you're not using outputSlot or outputSlotWrapper )
  19. You just have to put up with the fact that I call you a moron once in a while.
  20. inputSlot = new ItemStackHandler(10); //now you have 10 slots. Done.
  21. The ItemHandler that you're using only holds 1 item.* You're trying to display 9. *https://github.com/EcapeMC/ThingsMod-1.10.2/blob/master/src/main/java/com/github/escapemc/thingsmod/tileentity/TileEntityTestChest.java#L19 That constructor takes an integer argument for how many slots. No parameter is the same thing as passing 1.
  22. The difference between "adding one slot" and "add a whole slew of slots in a loop" is dirt simple. The index, xPos, and yPos just change from fixed values to variables. It's all just math.
  23. If only there was an example you could look at...

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