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Draco18s

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Everything posted by Draco18s

  1. Or your main mod class. I see no point in passing off the initialization events to the proxy classes when they can just do the work themselves. Prior to 1.8 my common proxy would be virtually empty except for the stub methods for the client proxy to override. Now in 1.10 it contains several wrapper methods around GameRegistry.register so I don't have to set the registryName between creating the item and registering it. End result, my main class is full of the dirty work (a lot of people put this in a ModBlocks class, and that's fine, but there's litterally no reason to pass the event off to the proxy, only to call ModBlocks.doStuff(): just call doStuff from Main!)
  2. Finding logs is easy: they'll always be within 1 block (sometimes up wards) of another log (99% chance of never touching a different tree if their bases are not right-up-next-to-each-other adjacent). Leaves will be within 3 blocks (IIRC the distance correctly) in any direction of their "parent" log. There's literally nothing you can do about stripping the leaves off "nearby" trees, where their blocks intermingle. Not unless the variant types are different.
  3. Yes, because the GUI portion still needs to know what the slots are which is defined in the Container (the "server" half).
  4. Minecraft does not really like blocks larger than 1x1x1. The fence with it's 1.5 high bounding box is pretty much the maximum that Minecraft will treat correctly. I've not tested bounding boxes larger than that, but I suspect that if it's giving you trouble, that is why. You need to use a second technical block, the way Beds work.
  5. Fine, there's nothing that currently exists, you have to build it yourself
  6. I believe so. Any reason you haven't updated to 1.9.4 or 1.10.2?
  7. Please don't use BlockContainer or ITileEntityProvider All you need to do is override hasTileEntity and getTileEntity supplied by the Block class.
  8. http://minecraft.gamepedia.com/Hunger#Mechanics
  9. Which one of those several config values is messing up? Also, post the config file.
  10. or use World#rayTraceDo(...) or whatever its named.
  11. -

    Draco18s replied to mickedplay's topic in Modder Support
    >>> Trying to compile Minecraft >> Doesn't have Forge installed > Comes to the Forge forums for help. What.
  12. If you changed the config file to have "false" in it, then it will read the config file's value. The default value is what is used when the option in the config file doesn't exist.
  13. Has been for months. There's always updates, yes, but it's fully functional.
  14. The spell circle would be a particle. That's easy enough to do.
  15. Incorrect. Entities do indeed spawn client side (that's how you can see them). However, that is not how you should be displaying a GUI, for one because it uses Client Side Only code inside a Common Code method. For two, you need a GUI handler.
  16. The problem is that you need all the functionality of EntityHanging, but you can't extend EntityHanging due to how current hanging entities work (there's at least two and one of those methods goes "I am being spawned, which type am I?" and has hardcoded switching statements.
  17. Extending EntityHanging is a right pain in the ass. Recreating it is also a right pain in the ass.
  18. For* the player's inventory. This class is just a representation of the inventory that already exists, you're not adding to that, you're creating the representation. But yes, the problem is that the slots you want to use to represent the TileEntity's inventory you're telling the program to look at the player's inventory for the contents.
  19. The ARE the same thing, literally. You may be interested in looking over how I handle metadata item variants. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/OresBase.java
  20. You also don't have pressTime ++ anywhere.
  21. Get the Eclipse JSON Editor plugin, or the same thing for IDEA or InteliJ depending on what you're using.

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