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Draco18s

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Everything posted by Draco18s

  1. The code being executed or not is irrelevant. It exists therefor it crashes.
  2. This is still true because your main class is still loaded on the server, it still contains a reference to client-side only code, which will still be located in order for the JVM to validate your class. This will still crash the dedicated server.
  3. There's already a JMV run flag to set an output level. I don't remember what it is, though.
  4. 1) You never call registerRender() 2) registerRender() is client side only code in a common location, this will crash the dedicated server.
  5. GameRegsitry.registerBlock/Item(...) -> GameRegsitry.register(...). Note: you will need to register an ItemBlock separately. The rest probably are ones that went from (int x, int y, int z) to (BlockPos pos) What diesieben07 said. I misread.
  6. Can: almost certainly yes, but using Reflection/ASM Should: absolutely fucking not, hiding stack traces (and other info lines) that Forge produces is not kosher
  7. Should be able to. I did this in 1.7.10 and as long as you override the proper methods you can read the values from NBT and figure it out from there. getMaxDamage is how much durability the item has (based on material) getDigSpeed is how fast the material affects block breaking getIsRepairable handles repair in the anvil (e.g. if you want to allow iron ingots to repair iron items) getAttributeModifiers to modify item damage based on material addInformation and/or getItemStackDisplayName if you want to have a tooltip saying what the item's material is Note: method signatures have likely changed since 1.7.10, but you can see how I handled this stuff in my Artifacts mod: https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/item/ItemArtifact.java
  8. Have you... - Registered your block? - Registered your item? - Registered renderers?
  9. These classes aren't complete enough to function. Your door classes don't have any getState method overrides, which means that it will use the vanilla door variants (not what you want).
  10. Draco18s replied to Mop's topic in Modder Support
    Engish the strong not here with one this. (I have no idea what you said)
  11. "Test 1 Test 2 Disabled" by the way is just Forge supplying test options to the Mod Options GUI. None of your mods are actually using that GUI otherwise their options would appear (very very few mods actually use it, as far as I am aware).
  12. Something something something NullPointerException something PlayerDataMessage line 53
  13. That means you aren't overriding a method (method signature doesn't match anything). You need to go look at the parent class to determine what the new signature is.
  14. The Tessellator* is a wrapper around OpenGL calls, so if you want to know how to use it, you need to know how to use the GL11 library. *Renamed several times, I think it's now VertexBuffer.
  15. entityLiving.curePotionEffects(new ItemStack(Items.MILK)); ?
  16. Does EnderIO use the Forge capability system?
  17. You posted this in the wrong place. However You did not do this.
  18. Well...step 1: You need a way to count time. Step 2: When the time reaches a certain value, consume an item from the player's inventory (if it exists) Step 3: Reset the timer
  19. This makes no sense. I will admit to having BSed that line. I made a guess at the Type to use and was wrong.
  20. Well...a couple things (all unrelated to your problem) first. Why don't you set the unlocalized name to the registry name? Why do you use "\u00A7f" instead of the EnumChatFormat (EnumTextFormat? I forget the current class name) Why do you use Keyboard.isKeyDown(42)? I'm pretty sure the last bool parameter will do what you want. Now, on to your question: You don't have an onUpdate method anywhere to even handle the deduction over time.
  21. Last I poked at EntityHanging, you couldn't meaningfully extend it, because all of the classes involved in figuring out which entity to spawn and how to render it were hardcoded with switch statements / ternary operators.
  22. public static final class Provider implements ICapabilitySerializable<NBTTagCompound> { private EntityPlayer owner; private Capability.IStorage<IUUIDCapability> theCap; //this is new //... @Override public <T> T getCapability(Capability<T> capability, EnumFacing facing) { if(capability == ModCapabilities.UUIDCapability) { return (T) theCap; //this is altered } return null; } } Was that so hard?
  23. I believe it is false when the player tries to edit things outside the world border or during adventure mode.
  24. Go look at the EntityAINearestAttackableTarget class.

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