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Draco18s

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Everything posted by Draco18s

  1. I believe Choonster means make it a field. public class TE extends TileEntity { ItemStackHandler myStacks; } I could be wrong though, but that's how I read it.
  2. You could write some kind of "crop manager" class that would be able to use 1 class again. But the way you're doing things now will never work: one of the two will always be null when you run the constructor for the other.
  3. You could write some kind of "crop manager" class that would be able to use 1 class again. But the way you're doing things now will never work: one of the two will always be null when you run the constructor for the other.
  4. The way to do it is for your item to get registered after your block, but the block's "getSeed" method needs to directly reference AEItems.test_seed rather than taking it as a parameter. https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/wildlife/block/BlockCropWinterWheat.java#L35-L37
  5. The way to do it is for your item to get registered after your block, but the block's "getSeed" method needs to directly reference AEItems.test_seed rather than taking it as a parameter. https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/wildlife/block/BlockCropWinterWheat.java#L35-L37
  6. Well. Your compareDistanceSq method turns one of the positions into integers, and not the other. This could result in a comparison error (if A < B and B < C, then A must be less than C as well: Java will crash with an exception if that is not the case). But I'm not seeing that particular error ( java.lang.IllegalArgumentException: Comparison method violates its general contract! )
  7. Well. Your compareDistanceSq method turns one of the positions into integers, and not the other. This could result in a comparison error (if A < B and B < C, then A must be less than C as well: Java will crash with an exception if that is not the case). But I'm not seeing that particular error ( java.lang.IllegalArgumentException: Comparison method violates its general contract! )
  8. Giggle. Your seed takes your block as a parameter. Your block takes your seed as a parameter. You can't do this.
  9. Giggle. Your seed takes your block as a parameter. Your block takes your seed as a parameter. You can't do this.
  10. Useless, what's what.
  11. Useless, what's what.
  12. No, it would not work. You will need to contact the author, it looks like.
  13. No, it would not work. You will need to contact the author, it looks like.
  14. It's not impossible. http://www.minecraftforge.net/forum/index.php/topic,35760.msg188249.html#msg188249 That class takes a base icon (e.g. minecraft:stone) and combines it with a colored, transparent overlay (e.g. minecraft:stained_glass_pane). You'd only be interested in the overlay and colorization parts, so you can drop the base icon portion. Do be aware that if you screw something up inside the load method, the stack trace will be borderline useless, as there is no error handling for custom texture loading. You will be on your own and I will not endeavor to help.
  15. It's not impossible. http://www.minecraftforge.net/forum/index.php/topic,35760.msg188249.html#msg188249 That class takes a base icon (e.g. minecraft:stone) and combines it with a colored, transparent overlay (e.g. minecraft:stained_glass_pane). You'd only be interested in the overlay and colorization parts, so you can drop the base icon portion. Do be aware that if you screw something up inside the load method, the stack trace will be borderline useless, as there is no error handling for custom texture loading. You will be on your own and I will not endeavor to help.
  16. Ah, yep. There we go. You create and register your blocks before you do items. So when your try to reference AEItems.resource_seed and AEItems.redstone_sprout , both of those are null.
  17. Ah, yep. There we go. You create and register your blocks before you do items. So when your try to reference AEItems.resource_seed and AEItems.redstone_sprout , both of those are null.
  18. You need to acquire said APIs (they're listed in the gradle file under dependencies) and put them in the /libs folder (or where ever gradle is trying to find them).
  19. You need to acquire said APIs (they're listed in the gradle file under dependencies) and put them in the /libs folder (or where ever gradle is trying to find them).
  20. public static MainRegistry instance = new MainRegistry(); No, bad modder. Do not instanciate your own main class. That's what the @instance annotation is for, so Forge instantiates your class. //GameRegistry.registerTileEntity(TileEntityTestCustomModel.class, "Test Custom Model"); Why is this line commented?
  21. public static MainRegistry instance = new MainRegistry(); No, bad modder. Do not instanciate your own main class. That's what the @instance annotation is for, so Forge instantiates your class. //GameRegistry.registerTileEntity(TileEntityTestCustomModel.class, "Test Custom Model"); Why is this line commented?
  22. Show your main mod class and your proxy classes. That said, this: public static void init(FMLInitializationEvent event){ GameRegistry.registerTileEntity(TileEntityTestCustomModel.class, "TestCustomModel"); } Belongs nowhere in the TileEntityTestCustom class. It belongs in your main class along side all your other registration code.
  23. Show your main mod class and your proxy classes. That said, this: public static void init(FMLInitializationEvent event){ GameRegistry.registerTileEntity(TileEntityTestCustomModel.class, "TestCustomModel"); } Belongs nowhere in the TileEntityTestCustom class. It belongs in your main class along side all your other registration code.

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