Everything posted by Draco18s
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Entity doesn't spawn
Also don't implement IMessage and IMessageHandler in the same class file, you'll invariably mess something up.
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[SOLVED][1.10] ItemHandler tooltip when in non player inventory on mp server
Cough, change in stack size, cough.
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[1.10.2] Change the duration of a day
One way or another. Lex has indicated it'll never get merged anyhow.
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[SOLVED][1.10] ItemHandler tooltip when in non player inventory on mp server
Hoppers pulling from or pushing to YOUR container would require an update while the player is looking at the GUI.
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[SOLVED][1.10] ItemHandler tooltip when in non player inventory on mp server
Say...hoppers?
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Problem with ItemAxe
What version of MC are you modding for? Because there should be: protected ItemAxe(Item.ToolMaterial material, float damage, float speed)
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Server world crash [Help T^T]
You're posting in the wrong place.
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[1.8] My mod lags the game after around 3 mins
Make a git repo and put all of it up there. There is literally no way to know why your mod is sucking up tons of resources without knowing WTF you're doing.
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[1.8] My mod lags the game after around 3 mins
> No code No help
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Problem with ItemAxe
Use the other constructor, the one that takes two floats because that one tries to look up your custom material in the tool material enum array where it doesn't exist. There's only like 4000 other threads with your same problem on this forum going back several months.
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[SOLVED]TileRender not rendering item. Returning null on value retrieving.
Something something something getUpdatePacket
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model no loading
i never added modid in my ulocalized name. If another mod adds an item that has the same unlocalized name, then the two language entries will conflict and whichever mod loads last will win. what is the correct way to do it? Put client side only code in the client proxy.
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model no loading
Step 1: use getRegistryName() instead of this unlocalized name substring bullshit. Step 2: your unlocalized name does not contain your modID and should. Step 3: this code will crash a dedicated server because you are using client side code in a common location. It does not matter that you only call this method from your client proxy, it's mere existence will crash the server. Step 4: post your item model json.
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sending message to player
You don't need new Object[0] . varargs... is perfectly capable of accepting 0 arguments.
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[1.10.2] Change the duration of a day
Given that there is not currently a hook to do it, it would be impossible without doing things that get people banned because we're not supposed to talk about them here. Also, if you're new to such things, you're almost certainly going to fuck things up, so I can't recommend it for that reason also. The alternative is writing a Forge Pull Request on GitHub, inserting a hook.
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[1.10.2] Backpack freezeing the game.
player.getHeldItem(player.getActiveHand()) is returning null.
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Accounting for Slot stack limit in Container.mergeItemStack()
Shift-click.
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ItemFrame Comparator Output
So I had an item in my 1.7.10 mod that told the player the current temperature and rainfall levels (as I varied these values over time, creating effective seasons) which then effected crop growth. One of the things that was requested many many times was a way to read that same data as a redstone signal. I did this by backporting the ItemFrame Comparator output logic via ASM, giving myself an event hook. The default logic was to look at the item's rotation, but I was able to also provide a value based on the temp or rainfall if the item in the frame was the thermometer or hydrometer respectively. As coremodding is so highly frowned upon, I am looking to insert this same sort of logic into the Comparator via Forge Pull Request. However I see two possible ways of doing this... Option 1: Insert an event to EntityItemFrame#getAnalogOutput Option 2: Insert methods to the Item called...say... hasItemFrameOutput(World, BlockPos) and getItemFrameOutput(World, BlockPos) (also ItemStack?) which EntityItemFrame#getAnalogOutput then invokes. Option 2 makes more sense for my use-case (my item classes would then override the methods and provide logic), but I am unsure which would be better in the general case / Forge's approach to vanilla alterations (are modders going to want to alter the behavior of a vanilla or other mod's item?).
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[1.10.2] Custom slabs not rendering
Vanilla blockstate files concatenate all of the states into a single string. Forge blockstate files allow you to separate them, but you still need to list them all. http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
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(Solved) Creating Seaweed (1.10)
You declared that your block has a water level in it, the game assumes that you use all the same values that that property has. Your blockstate file must contain those variants.
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[1.10.2] Custom slabs not rendering
Your blockstate file is missing a variant, "half=top,variant=false"
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(Solved) Creating Seaweed (1.10)
It's a variant.
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[SOLVED]Adding item to inventory makes existing stack size 0
1) What is rune 2) What the hell are you doing here?
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(Solved) Creating Seaweed (1.10)
Well. You have lots of problems. Exception loading model for variant morestuff:BlockSeaweed#level=6 for blockstate "morestuff:BlockSeaweed[level=6]" Being the relevant one at the moment.
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(Solved) Creating Seaweed (1.10)
Show a picture of what it looks like.
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