Everything posted by Draco18s
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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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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
Is it still crashing the same way? Post the crashlog, put a breakpoint here and run it in the debugger. Figure out what is null and why. Ancilary: remove anything that doesn't have an @Override on it, unless it's being called from something that does.
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
Update your git
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[1.10.2] Rendering texture showing up pink? [FileNotFoundException]
You need the .png on the end.
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
No no, you don't need the CombinedInvWrapper at all. Just return (T) inputSlot;
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[1.10.2] Rendering texture showing up pink? [FileNotFoundException]
If by pink you mean this color: ████████████ Then it's likely just a corner section of the MISSING_TEXTURE texture.
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
You don't need CombinedInvWrapper. Combining one ItemHandler into one ItemHandler is meaningless.
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[Resolved] [1.10.2] Rendering a custom pressure plate
You'll probably want to genericize that at some point so you aren't casting all of your blocks to their class. Either as an interface that supplies the registerItemModels method, or another way. For example, I have this for simple blocks: private void _registerBlockResources(Block block) { Item item = Item.getItemFromBlock(block); ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(block.getRegistryName(),"normal")); }
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
Simplify down to a single ItemHandler. Right now you have a combined wrapper that's merging two or more handlers, one of which is outputSlotWrapper which is null (crashing the combiner).
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[1.11] TileEntity Error heldItem.Item and heldItem.Size
Look at the ItemStack class to find the new getters and setters.
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
CommonContainer is my own class, you would know that by checking my imports. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/api/internal/CommonContainer.java
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
I'd just tell you to take a look at all my sifter stuff. Block, Entity, Container, GUI and GUI handler.
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
*facepalm* No. Not even close. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/entities/TileEntitySifter.java#L136
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
Welll.....
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
You haven't implemented getCapability on your TE yet.
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
Well your ContainerTestChest needs to be updated too.
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
You mean this? this.mc.getTextureManager().bindTexture(SIFTER_GUI_TEXTURE); int x = (width - xSize) / 2; int y = (height - ySize) / 2; width, height, xSize, and ySize are all defined by the super class. You can set new values in your class if you want, though.
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[Resolved] [1.10.2] Rendering a custom pressure plate
Yeah, I know, I get it. I'm just scratching my head and hoping someone (cough, Choonster) can come along and say "have you tried..?" Best I can offer is to attempt to debug the model loading code (but it's a right pain in the arse, especially trying to figure out where to put the first breakpoint, I've only managed it when I've had an error that I can jump-to-line for and place a breakpoint there).
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{Solved!!! Finally!!!} [1.10.2] Gui With Chest
You don't need the getTime() stuff. My TE is a "furnace" yours is a chest (I don't have a straight storage block).
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[Resolved] [1.10.2] Rendering a custom pressure plate
Yes, I understand what you're doing and what you think is happening. What I'm saying is: something isn't working right, I don't know what, and that's why you get a MISSING_MODEL.
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{SOLVED} [1.11] Textures for item not showing up
Ugh. I detest that proxy layout. An interface is AWFUL here, especially when you want something done regardless of if it needs to be done on the client or on the server, you now have to have that code duplicated. A "good" setup looks like this: public class CommonProxy { public void doStuff() { //... } } public class ClientProxy extends CommonProxy { public void doStuff() { super.doStuff(); //... } }
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