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Draco18s

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Everything posted by Draco18s

  1. That depends. Where are you wanting to do this and why?
  2. location is null. This is passing null: changeToIce(par1MovingObjectPosition.getBlockPos(), 5); par1MovingObjectPosition.getBlockPos() is not guaranteed to not be null.
  3. Aren't models suppose to be registered in the pre-initialization phase? The way he was doing it, no. ModelLoader.customModelLocation, yes.
  4. Yes. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L120
  5. Gosh, probably because that's what people told me to do on this forum back when I was trying to figure out how to combine textures....
  6. You can't register them at the exact same time: one will always goes first. Stop passing references to constructors and instead alter the class files to point to your items/blocks lists.
  7. MoveEntity is for moving by an amount, not to a location.
  8. You should try using Step Into rather than Step Over
  9. Use a TextureAtlasSprite and override it's load method and make sure that it gets added to the sprite sheet (subscribe to TextureStitchEvent). Do note that by overriding load you'll end up skipping LOTS of vanilla debug behavior regarding missing/corrupt textures and the game will either crash (in vanilla code), or not behave properly, and you'll be on your own to debug. Here's a TextureAtlasSprite class I wrote once that combines two different .png files during startup. https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/hardlib/client/TextureAtlasDynamic.java
  10. -

    Draco18s replied to mickedplay's topic in Modder Support
    Well...you're passing the size of the array as the slot index. Of course that's going to be out of bounds.
  11. You're going to have to do some debugging yourself and at least narrow it down to a specific method. We aren't going to download your whole project and load it into Eclipse and do that knowing only the observed behavior.
  12. Post a screenshot of the path for me?
  13. Look at the bed, door, and other two-high vanilla blocks.
  14. The camo block (the router?) needs to not tell Minecraft that it is a full, opaque, cube.
  15. Gimp handles hex values as well. You can copy and paste to that field.
  16. Readability. And the decimal color is just the base 10 representation of the same value.
  17. Colors in decompiled minecraft are in decimal. 171,36,36 would be 11215908. However, you should express your colors in hex. Which would be 0xAB2424.
  18. How about making your own button class? https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/client/gui/GuiContainerOreCart.java#L82-L114
  19. It's spelled "mod" in lower case and without quotes (the quotes in this post are a legitimate use of the punctuation mark). It is not an acronym. Minecraft mod. CustomNPCs mod. One Piece anime.
  20. Is your mod a mod or is it a MOD or only sort of a "MOD" but not really? (Protip: quotes around things mean either speech or saying "it's not really this thing." See: Air Quotes).
  21. Er...yes. Somewhere along the way I got extended state and actual state mushed together in my head. Whoops!
  22. Here's the only work I've done with extended states. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/block/BlockSluice.java#L80 Mind, all that is for calculating water height (but it's treated like any other unlisted property). But it doesn't have a json file associated (the model is runtime). But the principles should be similar.
  23. Yes. You would just be encoding those values in the block's extended state (which is used pretty much only for rendering). That said, with 4 blocks and 4 horizontal directions, there's no need for a TE at all: 4x4 = 16, which is the maximum amount of data storable in metadata.

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