Everything posted by Draco18s
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1.9.4 registry error
Language file
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[SOLVED] [1.8.9] How would I check for dropped item entities on top of a block?
Go look at the TileEntityHopper
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[1.9] How do I get position of a block that the player is looking at?
isRemote should have been called isClient, but people like Lex think that people should instinctively know that "remote" means "relative to the server." Or something, I don't recall the reasons only that it wasn't going to change. There was an issue about it on the git, but I can't find it now.
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[1.9] How do I get position of a block that the player is looking at?
Your code looks 1 block away from where the player is and goes "yep, spawn there. good enough." You never attempt to raytrace farther out.
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1.9.4 registry error
Where do you call registerBlockState?
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SOLVED [1.7.10] How to make recipes that require items from other mods
Option 1: Use other mod's API to get the items Option B: Use the GameRegistry.findBlock and GameRegistry.findItem methods
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Get dependency from Drone.io
https://github.com/MinecraftForge/ForgeGradle/wiki/Dependencies
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[SOLVED] [1.8.9] .setHarvestLevel Not Working
copper_block.setHardness(5).setResistance(30).setHarvestLevel("pickaxe", 2); GameRegistry.registerBlock(copper_block, "copper_block");
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[1.9.4] BlockFurnace setState
Probably because Mojang did a dumb. I've found duplicated lines in my code on occasion (setting a field to some value, then setting some other fields, then setting the first field again).
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[1.9] Replacement for setItemInUse
Would changing the item's maxUseDuration alter the behavior? You could set it very low and the client would animate through the charge quickly. You'd still have to wait the full duration to get full power, but it would charge much more quickly, which would probably be more elegant than your prior method.
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[1.9.4] Redstone connecting to custom bluestone
Both should probably be done.
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[1.9.4] Redstone connecting to custom bluestone
canConnectRedstone takes a World, a position, and a side as parameters. Using super duper fancy mathemagical logic, you can figure out which block is doing the asking and figure out whether that block is Bluestone or Redstone. It's almost like you'd take the side (possibly reverse it) and do World#getBlockState() on the position passed plus the side's (or its reversed cousin's) offset, then compare it to Bluestone. If bluestone, return true, else return false. The only tricky part will be figuring out whether the side passed was the direction that redstone is checking in ("I am looking north") or in the direction it's checking from ("I am interested in your south side"). It's most likely the latter.
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[1.8.9] Chane Vanilla Armor Values
Showing you an example of modifying armor values would just give you the solution. We don't do copy-paste code answers here. You need to you that thing between your ears.
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[1.8.9] Chane Vanilla Armor Values
http://lmgtfy.com/?q=how+to+use+java+reflection&l=1
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[1.8.9] Chane Vanilla Armor Values
Uh huh. And it has nothing to do with Forge.
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[1.8.9] Chane Vanilla Armor Values
Neither, you would do it in your main mod class in one of the initialization phases.
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[1.9.4] Redstone connecting to custom bluestone
Gosh, if only that method took in a World parameter that would let you check what block is at the location...
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Lightcalculation of ChunkSelection: faulty implemented resulting in client bugs
https://bugs.mojang.com/browse/MC-80966 Forge should be able to make this patch very easily. Change would be made to ExtendedBlockStorage#isEmpty (func_150229_g according to the latest MCP mappings) I'd make a PR directly to Forge, but I have no idea how to create a patch.
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[SOLVED][1.7.10]Odd GUI rendering bug
The icon is rendering without the alpha channel. You need to enable GL.BLEND
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1.9 Server Mod
Nope, that's line 79. This is line 80: Minecraft.getMinecraft().thePlayer.sendChatMessage("PROCESS"); That is not how you send chat messages.
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[1.9.4] Redstone connecting to custom bluestone
Not easily. Redstone connects to anything that accepts power.
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[1.9.4] [UNSOLVED] Render 2D Entity
The hell you don't. Gui#drawTexturedModalRect If your class extends anything that inherits from Gui then you have drawTexturedModalRect.
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[SOLVED] Forge 1.9 - TileEntitySpecialRenderer - Rendering with VertexBuffer
Yeah, pipes can be done via the static models system now, IIRC.
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[SOLVED] Forge 1.9 - TileEntitySpecialRenderer - Rendering with VertexBuffer
Its entirely possible he's doing something simple so that the required parts about "translating to the TE's position" is handled before importing a complex moving thing. But yes, if the end-goal isn't going to animate, then there's no need for a TESR.
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[1.9.4] onEntityCollidedWithBlock not working as planned.
onEntityWalking also is not guaranteed to trigger for every block the player steps on.
IPS spam blocked by CleanTalk.