Everything posted by Draco18s
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[1.10.2] SpawnEntityInWorld
In which case: Stop suggesting custom entities for simple problems. It is the wrong solution.
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[1.7.10] Generation Manager Causes World Loading Issues
There is no reason to call new WorldGenCustomNameHere() every time the chunk generates. You can create one in the constructor of CustomGeneration and save it in a private field and reuse the same generator. Also, "WorldGenCustomNameHere" is a terrible name.
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Why does game freezes with Entity.setFlag(7,true);? (for flying with elytra)
Forge still saves a .log file. But I suspect that this isn't a Java issue but a computer issue.
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Why does game freezes with Entity.setFlag(7,true);? (for flying with elytra)
I don't see a crash log.
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[1.10.2] SpawnEntityInWorld
If an item has the wrong texture (e.g. missing) there is a problem with the item's JSON model or with its registration, there is nothing wrong with Vanilla's EntityItem class. There is no reason to create a custom EntityItem class unless you need to override certain EntityItem behavior. Please stop suggesting a complicated solution to a simple problem.
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[1.10.2][CLOSED]Creating Non Existing Blocks
It has a different name in different versions. I think in 1.10 it's called VertexBuffer
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How to alter a vanilla BiomeDecorator?
Would you be willing to explain in a little more detail? This goes against what I understood to be the whole point of an event-driven model. The code is executed on an "as needed" basis, in response to certain criteria being met. How will new chunks get decorated if this subroutine is not executed? BiomeEvent.CreateDecorator is fired when a decorator is instanciated which happens once per decorator. BiomeEvent.Decorate is fired for every chunk when the decorator.generate() is called.
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Villager AI inside Neutral Mob
1.6.4 is not supported here and has not been supported for 2 years.
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[1.10.2] SpawnEntityInWorld
For this (dropping an item), no you do not. You've told like three people now that they need a custom entity and in all three cases you have been flat wrong. Stop doing this.
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Is It Possible To Make "Inbetween" Redstone Dust? (nope)
No. Blocks take up 1 block worth of space.
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[1.10.2] More drops when broken with specific item?
They're called at different times. IIRC removedByPlayer calls onBlockHarvested. onBlockHarvested is probably better for what you're doing.
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1.7.10 ---> 1.10.2 - Need a Bit of Assistance Please
Closest I can recommend: https://github.com/Draco18s/Artifacts Look at the ItemArtifact class.
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[1.10.2] More drops when broken with specific item?
Try using onBlockHarvested or removedByPlayer
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1.10.2 Block Not Working .json
I love how Animefan had to tell you the same thing four times.
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(solved) Custom Bonemeal not working 1.10
Good job learning nothing.
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Custom inventory with 1 slot.
You can't. GUIChest assumes that all inventories opened with it will have 9n inventory slots.
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onEntityCollide not working 1.10
0.0625F isn't "infinitesimally." It's 1/16th, or a whole pixel. Also you meant "smaller"
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Loot system?
There's also the existing loot table system which you could purpose for this.
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[1.8.9] [UNSOLVED] Multi texture block
That's because you have "blocks/block"
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[1.10.2][CLOSED]Creating Non Existing Blocks
Likely you need to subscribe to one of the rendering events and draw some additional geometry in the locations you wish it to appear.
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[1.10] RegisterEntityRenderingHandler
"Implement an interface" is a Java thing, not a Forge thing. Ye, the interface in question is a Forge-supplied interface, but implementing it requires no special knowledge of Forge.
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onEntityCollide not working 1.10
By "slightly smaller" we mean "by 0.001 is sufficient" It will still look like a full block.
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[1.8.9] [UNSOLVED] Multi texture block
Or you can point it at block/cube, block/cube_all, or block/block
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[1.7.10] Getting the modid of an item
Short answer: no. Long answer: yes, if you update to 1.8 or later.
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Setting Registry Name for an Item [1.9.4]
Show the Reference.MainItems class.
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