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Draco18s

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Everything posted by Draco18s

  1. It'd be easier if you looked at mine. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/OreGuiHandler.java
  2. Well now that's going to depend on what metadata you passed to registerItemRenderers and what metadata your item's itemstack is.
  3. You don't need a list to count how many times something is done. That's called an integer. You will, however, need a capability (you can use your existing mana one!) to store said integer.
  4. So a few things: IItemHandler capabilites use a different GUI/Container (because your setup was based on IInventory but now you've changed to IItemHandler). So you'll need to update your container and guicontainer. Also, have you assigned your inputSlots field to anything?
  5. There's no error in the log, so I'm not sure.
  6. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/block/BlockSifter.java#L72-L90 https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/entities/TileEntitySifter.java#L38
  7. You're being dumb. URAN here is an enum. If you look at his ItemUran class you'll see this: public class ItemUran extends Item { public ItemUran() { setUnlocalizedName(Reference.ModItems.URAN.getUnlocalizedname()); setRegistryName(Reference.ModItems.URAN.getRegistryName()); this.setCreativeTab(CreativeTabs.MISC); } } Which, in fact, references that enum.
  8. You mean the file stone_pressure_plate.json in assets.minecraft.models.item? { "parent": "block/stone_pressure_plate_up" }
  9. Ok 1: you're still using IInventory. Don't do that. 2: Your TE shouldn't IMPLEMENT IItemHandler! You need a FIELD of type IItemHandler (your IItemHandler methods do fuck nothing anyway....). Of course, you won't be able to use InventoryHelper to drop your items, but its not a hard function to write a replacement for.
  10. If it's "doing the same thing" after making a change, post the updated log too. Because you obviously fixed on error, but now there's a new error being thrown which you did not include.
  11. Oh my god. @Override public boolean hasTileEntity(IBlockState state) { return true; //fucking hell. Super returns false, you don't want that, that's the whole point of overriding } public TileEntity createNewTileEntity(IBlockState state) { return new TileEntityTestChest(); //jesus christ, return NEW te() }
  12. Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Expected ':' at line 3 column 96 Minecraft is complaining that your json files aren't valid, and they're not. Double-check your blockstate.json file
  13. > BlockContainer Don't use this. It is both terribad and obsolete. Use hasTileEntity and getTileEntity in the Block class. > IInventory Don't use this. Use capabilities and IItemHandler fields instead. Basically what's happening is that your TE is somehow null. @Override public TileEntity createNewTileEntity(World worldIn, int meta) { return TileEntityTestChest(); //this is the below method ↓ } private TileEntity TileEntityTestChest() { return null; } Ah, that'd do it.
  14. Looks like it's somehow catching the inside of the frame itself. I would put the camera a quarter block forward away from where the mirror actually sits. It'll be slightly less accurate (won't reflect anything right up against it) but it'll avoid the issue.
  15. Odd. Mind posting that (bad) texture somewhere? (if its in a git repo, just link me to the texture there). I'd be interested in poking at it.
  16. The zoom might be due to the "size" of the render you're asking Minecraft to make (i.e. you might be asking for a 800x600 view and then it gets cropped down to fit the 64x64 pixel texture) and the lack of a visible player might be something that's troublesome to fix. Your own avatar isn't natively rendered except in 3rd person mode (the hand you see in the corner is a GUI element, not actually your in-world entity model).
  17. Most people aren't aware of it. Also, the difference between PNG-24 and PNG-32 is that PNG-32 supports transparency (the link earlier was 8 vs. 24, which is color depth; still true going to 32, but its about where those 8 bits get assigned). PNG-24 should work and I suspect that merely re-saving the image fixed things. But for shits and giggles I stripped the alpha off one of my textures in GIMP to see what happens (GIMP automatically selects PNG-24 or 32 based on whether or not any layer has an alpha channel). And....loaded in just fine.
  18. This isn't that hard. You have the piece you want to use and you have a place you want to use it. Stick Tab A into Slot B.
  19. Oops, why am I thinking it is randomUpdateTick or randomTick... Probably because of randomDisplayTick
  20. Minecraft only accepts multiples of 16. He's talking color depth, not pixel dimensions. http://stackoverflow.com/questions/22707130/what-is-difference-between-png8-and-png24
  21. It's updateTick(World, BlockPos, IBlockState, Random)

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