Everything posted by Draco18s
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Send message on item use
1) generate a random number 2) do something with it
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Send message on item use
1) generate a random number 2) do something with it
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[1.9] Particle Effect Stream | Damage Player Touching Side/Infront of Block
It gets called if the player is inside the 1x1x1 standard volume of the block (your block would need a bounding box smaller than 1x1x1 for this to occur). You would need to either: a) schedule tick updates (say, every 10 ticks) and check in updateTick (and reschedule the update) b) not schedule ticks and rely on random ticks (about once a minute) c) use a tile entity and check every tick A is the best solution.
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[1.9] Particle Effect Stream | Damage Player Touching Side/Infront of Block
It gets called if the player is inside the 1x1x1 standard volume of the block (your block would need a bounding box smaller than 1x1x1 for this to occur). You would need to either: a) schedule tick updates (say, every 10 ticks) and check in updateTick (and reschedule the update) b) not schedule ticks and rely on random ticks (about once a minute) c) use a tile entity and check every tick A is the best solution.
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[1.9] Particle Effect Stream | Damage Player Touching Side/Infront of Block
No no no, leave the collision box alone. You want to getEntitiesWithinAABB(thing I said)
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[1.9] Particle Effect Stream | Damage Player Touching Side/Infront of Block
No no no, leave the collision box alone. You want to getEntitiesWithinAABB(thing I said)
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[1.9] Ticking block entity error with setState
The only reason Mojang has two blocks for the furnace (redstone ore, redstone lamp, redstone torch....) is because they weren't clever enough to figure out how to get blockstates to change lighting.
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[1.9] Ticking block entity error with setState
The only reason Mojang has two blocks for the furnace (redstone ore, redstone lamp, redstone torch....) is because they weren't clever enough to figure out how to get blockstates to change lighting.
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[1.9] Particle Effect Stream | Damage Player Touching Side/Infront of Block
1) spawn more particles per tick with horizontal offsets from each other. 2) make the block less than a full block on that side. 3) step 1: get the facing direction step 2: multiply that direction by 3 step 3: make an AABB from the block to this new position
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[1.9] Particle Effect Stream | Damage Player Touching Side/Infront of Block
1) spawn more particles per tick with horizontal offsets from each other. 2) make the block less than a full block on that side. 3) step 1: get the facing direction step 2: multiply that direction by 3 step 3: make an AABB from the block to this new position
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[1.8.9]How to render custom pressure plate
Don't register your renderers there. You must do it in your client proxy or you will crash the dedicated server. Do not use item.getUnlocalizedName().substring(5) this is awful awful awful, should never be done, and if you got it from a tutorial, go punch that person in the face for being an idiot. This is why setRegistryName and getRegistryName exist.
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[1.8.9]How to render custom pressure plate
Don't register your renderers there. You must do it in your client proxy or you will crash the dedicated server. Do not use item.getUnlocalizedName().substring(5) this is awful awful awful, should never be done, and if you got it from a tutorial, go punch that person in the face for being an idiot. This is why setRegistryName and getRegistryName exist.
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Packet Issue[1.8.9]
You need the reference inside the capability not the packet handler.
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Packet Issue[1.8.9]
You need the reference inside the capability not the packet handler.
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[1.9][SOLVED]Overriding Vanilla Mobs AI
removeTask(new Task()) isn't going to do anything. It won't find the newly created object in the array, so it won't remove it from the array.
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[1.9][SOLVED]Overriding Vanilla Mobs AI
removeTask(new Task()) isn't going to do anything. It won't find the newly created object in the array, so it won't remove it from the array.
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[1.8.9] Player Rendering and GuiTextBoxes
Well 90 degrees of rotation applied: 0% to the X axis, 0% to the Y axis, 0% to the Z axis would do precisely nothing.
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[1.8.9] Player Rendering and GuiTextBoxes
Well 90 degrees of rotation applied: 0% to the X axis, 0% to the Y axis, 0% to the Z axis would do precisely nothing.
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[1.7.10] Help Compiling an edit of Thaumic Tinkerer
You started a new thread for this. Don't do that.
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[1.7.10] Help Compiling an edit of Thaumic Tinkerer
You started a new thread for this. Don't do that.
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[1.9.4] [UNSOLVED] Build Number
Ok, look, a task already exists in the build file. I don't give a shit what it's named. Add from incrementBuildNumber to it.
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[1.9.4] [UNSOLVED] Build Number
Ok, look, a task already exists in the build file. I don't give a shit what it's named. Add from incrementBuildNumber to it.
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[1.7.10] Help Compiling Thaumic Tinkerer 1.7-Final
Locate the mod, PM the mod author.
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[1.7.10] Help Compiling Thaumic Tinkerer 1.7-Final
Locate the mod, PM the mod author.
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[Solved] [1.9] Can't Rotate block on the z-axis
The closest you can get is 3 consecutive rotations: "+x, +y, -x" (all rotations 90 degrees). The problem is I don't think the json supports two rotations on the same axis. This is, of course, assuming that all 6 sides are uniquely textured (e.g. a die) and that +z is uniquely different than all sequences of a single rotation on x, y, or both.
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