Everything posted by Draco18s
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[1.8]Make booleans stay after quitting Minecraft
Uh huh. So what's wrong?
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[1.10.2] RangedAttribute throwing exception
2.2 * 10-30 is definitely greater than zero. By about 0.0000000000000000000000000000022507
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[1.11][SOLVED] not Forge version, MAPPINGS version.
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.
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[1.11] [SOLVED] Making sure players don't spawn in deep water/ocean areas.
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).
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[1.11] [SOLVED] Making sure players don't spawn in deep water/ocean areas.
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.
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[1.11] How to add stepsound to a custom ladder
Create a constructor and call setSoundType(...)
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
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.
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
It's...a chest. You're not using outputSlot at all, for anything.
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ChestGenHooks; Loot Hooks -?
Loot Tables. If you want to modify one, subscribe to the LootTableLoad event.
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
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?
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[1.11] [SOLVED] Making sure players don't spawn in deep water/ocean areas.
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 } }
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
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?
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
No. Look at the method you have written, pretend that Facing.UP was passed in. What happens?
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
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?
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
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 )
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
You just have to put up with the fact that I call you a moron once in a while.
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
inputSlot = new ItemStackHandler(10); //now you have 10 slots. Done.
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
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.
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
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.
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
If only there was an example you could look at...
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[1.11] [SOLVED] Making sure players don't spawn in deep water/ocean areas.
It doesn't work because you have a while loop that does nothing. It continually sets the spawn point to a fixed location. Then after it leaves the infinite loop, it sets the spawn to a random location. Also, thread.sleep is not how you make things happen across time. If you want something to occur across ticks, you need to count ticks in a tick event handler.
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
return new ContainerTestChest(player.inventory, null); null here? seriously?
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[1.10.2] {Solved} Chest GUI [Another Question though!, please look {Solved too}]
Oh jesus christ. He went and copied a bunch of my classes rather than using them as reference.
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{SOLVED} [1.11] Textures for item not showing up
This is true, as well. However, I tend to do things like proxy.registerEventHandlers() , as I have event handlers on both logical sides, but I only need one on the client, so I put the server one in the CommonProxy and the client-only one in the ClientProxy and call Super(). I've done something similar with my item/block registration code for 1.10 so that creating any given block or item only takes two lines in my main class. registerBlockWithItem() registers the block and itemblock on the Common side, but on the client side it additionally registers models. It's not quite "do the same thing both sides" but that extra stuff needs to happen on the client.
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
Umm... well, you see... I've never used the debugger and I do not know how to use it... In all classes? (Only in ContainterTestChest, TileEntityTestChest, GuiHandler, and gui_test_chest I mean) I meant the TileEntityTestChest class. Basically, clean up from the IInventory stuff. You should have just deleted the methods rather than removing the @Override. [me=Draco18s]checks something[/me] Hmm. Doesn't appear to be an option to clean up -> remove unused methods, but I could be overlooking it.
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