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Draco18s

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Everything posted by Draco18s

  1. Fuck, I hate this "make the proxy do all of the main class" shit. Because now I need your common proxy.
  2. Fuck, I hate this "make the proxy do all of the main class" shit. Because now I need your common proxy.
  3. I said your MAIN class.
  4. I said your MAIN class.
  5. Light values are cached, seeing sky requires iterating over the entire column of blocks to make sure they are all air/non-solid.
  6. Light values are cached, seeing sky requires iterating over the entire column of blocks to make sure they are all air/non-solid.
  7. I do not understand the error. But if it is as the other folks are saying: Show your whole main class.
  8. I do not understand the error. But if it is as the other folks are saying: Show your whole main class.
  9. Ah, so if the name tag was like an Entity name tag in that it always faces the camera, that would require a TESR.
  10. Ah, so if the name tag was like an Entity name tag in that it always faces the camera, that would require a TESR.
  11. You need to set the block model in the JSON file to CUTOUT or TRANSPARENT. Look at (colored) glass. isOpaqueCube() has nothing to do with rendering.
  12. You need to set the block model in the JSON file to CUTOUT or TRANSPARENT. Look at (colored) glass. isOpaqueCube() has nothing to do with rendering.
  13. Holyshit a crop related problem that's not a NPE! And one that makes no sense to me.
  14. Holyshit a crop related problem that's not a NPE! And one that makes no sense to me.
  15. Knowing that I should use TESR less often, but having previously done so anyway (learning and not knowing how to turn a Tecne model into a ISBRH at the time and now we have the baked models)... Can you render name tags through the simpler systems? I'm not entirely sure either way. This is what I mean: The block renders both it's contents (1 item) and the item's name.
  16. Knowing that I should use TESR less often, but having previously done so anyway (learning and not knowing how to turn a Tecne model into a ISBRH at the time and now we have the baked models)... Can you render name tags through the simpler systems? I'm not entirely sure either way. This is what I mean: The block renders both it's contents (1 item) and the item's name.
  17. Nope. It assumes that the block pos being checked must itself be transparent. I'm sure there's a good reason (it makes sense after the fact, but as for the decision process, I am not sure). Was something I discovered myself back in 1.7.10
  18. Nope. It assumes that the block pos being checked must itself be transparent. I'm sure there's a good reason (it makes sense after the fact, but as for the decision process, I am not sure). Was something I discovered myself back in 1.7.10
  19. It won't get called unless you tell gradle it needs to be called. There's two ways to do this. I think. #1: nameOfJarTask.dependsOn('incrementBuildNumber') #2: task releaseJars(type: Copy) { from incrementBuildNumber from nameOfJarTask } You might have to play around with it or do some research on your own. But I've got lines like that to do some specialized build tasks myself.
  20. It won't get called unless you tell gradle it needs to be called. There's two ways to do this. I think. #1: nameOfJarTask.dependsOn('incrementBuildNumber') #2: task releaseJars(type: Copy) { from incrementBuildNumber from nameOfJarTask } You might have to play around with it or do some research on your own. But I've got lines like that to do some specialized build tasks myself.
  21. This is stupid easy. 1) Pick any point in there where it's clear that the player has used the right tool and has slain the right creature, but before the drop is added 2) Get a random number 3) If(rand < threshold) { //add drop }
  22. This is stupid easy. 1) Pick any point in there where it's clear that the player has used the right tool and has slain the right creature, but before the drop is added 2) Get a random number 3) If(rand < threshold) { //add drop }
  23. Probably because the event has different fields. Look at the LivingDropsEvent class and see if you can trace your way back to a player. One exists. It's not hard to find.

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