Everything posted by Draco18s
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Make a block two blocks high.
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.
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[SOLVED] [1.10.2] Block placed by player or generated by world?
Fine, there's nothing that currently exists, you have to build it yourself
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Make a block two blocks high.
I believe so. Any reason you haven't updated to 1.9.4 or 1.10.2?
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Make a block two blocks high.
Please don't use BlockContainer or ITileEntityProvider All you need to do is override hasTileEntity and getTileEntity supplied by the Block class.
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[1.9.4]itemFood value
http://minecraft.gamepedia.com/Hunger#Mechanics
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Config always returns false
Which one of those several config values is messing up? Also, post the config file.
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[1.9.4] Get Entity Player is looking at
or use World#rayTraceDo(...) or whatever its named.
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[SOLVED] [1.10.2] Block placed by player or generated by world?
Nope
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>>> Trying to compile Minecraft >> Doesn't have Forge installed > Comes to the Forge forums for help. What.
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Config always returns false
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.
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[1.7.10] Duplicate item entity is spawning when it shouldn't
Has been for months. There's always updates, yes, but it's fully functional.
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[1.7.10] Making Magic Circle animation with a model using an item.
The spell circle would be a particle. That's easy enough to do.
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[1.9] TileEntity - Assigne new NBTCompound
No:
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[1.10] GuiScreen Bugs
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.
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[1.10] Need direction for entity creating
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.
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[1.10] Need direction for entity creating
Extending EntityHanging is a right pain in the ass. Recreating it is also a right pain in the ass.
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[1.9] TileEntity - Assigne new NBTCompound
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.
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diffrent texture based on itemDamage
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
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[SOLVED] Wait (x) seconds *WITHOUT PAUSING GAME*
You also don't have pressTime ++ anywhere.
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[1.10.2][Textures][SOLVED]I have a block with 7 states, how do I render it?
Get the Eclipse JSON Editor plugin, or the same thing for IDEA or InteliJ depending on what you're using.
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[SOLVED] Wait (x) seconds *WITHOUT PAUSING GAME*
Eeehh, close enough.
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[1.9] TileEntity - Assigne new NBTCompound
I unno. Does your code run now?
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[SOLVED] Wait (x) seconds *WITHOUT PAUSING GAME*
if(harvest_enabled) { do_stuff(); } not while(harvest_enabled) { do_stuff(); } Yes, I realized that you want to "do stuff while harvest is enabled" but "while" has a different meaning in code. It means "do this thing over and over again until the condition is false, even if that means hogging the CPU and doing nothing else until the universe experiences heat death." What you need to do is press the key and stop doing anything else the rest of this tick. Then you count ticks. Then when the counter is big enough, release the key. If it helps, write out what you want to do as a Finite State Machine.
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[1.9] TileEntity - Assigne new NBTCompound
You did something wrong, because you didn't do this: Please do the latter, do not use BlockContainer.
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[SOLVED] Wait (x) seconds *WITHOUT PAUSING GAME*
*Defeats the whole purpose. DO NOT USE A LOOP ANYWHERE IN YOUR CODE. The tick event handler IS the loop.
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