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Draco18s

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Everything posted by Draco18s

  1. You could render the block as a baked model (which includes items, AFAIK) which would reduce the lag significantly as the quads only get "rendered" once, rather than every frame.
  2. Does your block need to animate?
  3. BlockPos objects, by default, are not modifiable (that is, their coordinates don't change). A mutable BlockPos object is one that can be modified.
  4. For fuck's sake. Rename your fucking variables. What is this shit? (World itemStackIn, EntityPlayer worldIn, EnumHand playerIn)
  5. 1.10: if (!worldIn.isRemote && !playerIn.isSneaking()) 1.11: if (!itemStackIn && !worldIn.isSneaking()) Are you actually an idiot or are you just pretending?
  6. if (tileEntity instanceof TileEnityCrystallizer) { TileEntityCoalGenerator tileInventoryFurnace = (TileEntityCoalGenerator) tileEntity; if (tileEntity instanceof TileEntity) { TileEnityCrystallizer tileInventoryFurnace = (TileEnityCrystallizer) tileEntity; return new GuiCrystallizer(player.inventory, tileInventoryFurnace); } if (tileEntity instanceof TileEntity) { TileEntityCoalGenerator tileEntityCoalFurnace = (TileEntityCoalGenerator) tileEntity; return new GuiCoalGenerator(player.inventory, tileEntityCoalFurnace); }
  7. One is unaltered, the other is altered? Like, it's not that hard. The Forge project is where Forge makes their changes. The clean one is clean.
  8. Try not returning true on the client. Remove that line entirely.
  9. Annnnd your block code?
  10. private ItemStack ItemStack; The fuck? public ItemStack getItemStackFromSlot(EntityEquipmentSlot slotIn) { return ItemStack; } Double da-fuck? The magic of packets.
  11. Something something look out in front
  12. This will not work on the dedicated server. The server doesn't necessarily know what a "keyboard" is, much less which player is pressing it.
  13. There are two things that much be true for your keybind to do anything. 1) The key needs to be pressed 2) The player needs to be wearing the armor 3) the server needs to know about it You've got #1 at the moment, now do #2 and #3.
  14. Well. For the entity to destroy a block that has the same coordinates as the entity, then the entity must be inside the block. If it is inside the block, then it must have impacted the block. If it has impacted the block, then the entity must be dead.
  15. Your method "disrupt" is private and not called from anywhere, then calls super.onEntityUpdate
  16. That is not the correct hasTileEntity() method. You want hasTileEntity(IBlockState state).
  17. (You should do both, just to be 100% safe)
  18. Eclipse can highlight syntax and semantic errors, but it can't predict very many runtime errors. Code can be faulty simply by trying to use a pointer before it points to something. Eclipse can sometimes warn you where that's likely, but not always (Eclipse can't predict that a method will return null). This kind of error is what the industry calls a runtime exception and is still an error. There are also logic errors where there is nothing wrong syntactically nor does a runtime exception occur, but the function does not performed the assumed duty that it has been given. Eg: Which is why there are things called unit tests. The fact that I, Jeffry, and D7 are all posting the posts we do in response to you says that you're wrong.
  19. If you're using Eclipse, go to the Eclipse market place and install JSON Editor Plugin.
  20. It is surprising how much of this thread is relevant.
  21. I prefer calling it "declaration" as in "I declare that this variable exists" vs. "definition" as in "this is what this variable is." Instantiation need not be part of a variable definition, but often is. (e.g. it can be passed as a method parameter instead, or ignored (cough, dead code, cough)).
  22. https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge
  23. int counter = 0; for each { if connected { counter++; } }
  24. You were already told. for (EnumFacing face : EnumFacing.values())

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